Professor Bardane
Subject: Law
Alignment: Phlegm
Orientation: Academic
Position: Chorus

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Professor Bardane is serious in disposition; regal, domineering, a little intimidating and absolutely unforgiving to those he believes to have done wrong. One of the strictest professors, it was Bardane who caused 9 of his prior students to face Extinguishing for breaking the Laws of Empyrean City.


Lesson One: The Laws of Empyrean

1. No Empyrean below Stage 1 may cast magic.
2. No Empyrean (save Grigori) may initiate conflict outside of the Battle Arena while within Empyrean's walls.
3. No Monster may be domestically kept without official certificate.
4. No Empyrean below Stage 2 may talk to or with an Outsider.
5. No Empyrean below Stage 1 may leave the White District.
6. No Empyrean below Stage 2 may leave the Coloured Districts.
7. Only Empyreans on their Transition from Stage 2 to Stage 3 may leave the City, and only with a Certificate of Passage.
8. All Empyreans must obey the wishes of Grigori.
9. All Empyreans must obey the Decrees of the Chorus.
10. All Empyreans must obey the Laws of the Metatrons.

Lesson Two: The Positions of the City

1. Chorus - The Chorus are by far the most numerous. They are the ones who oversee the city, come up with new laws to pass, rewrite old laws and pass sentance on Empyreans who have broken the laws. They are also the ones Monsters and spies are brought to for interrogation. Their symbol is the Sceptre.

2. Seraphim - The Seraphim are the least numerous. This is likely because it is incredibly difficult to become proficient enouch with magic, lore and casting in order to be accepted as a Seraphim. They are two-fold, protecting the city with magic, and offensively attacking Outsiders and monsters with offensive spells. They usually keep their position hidden so as to protect themselves from assassination attempts by Outsiders or monsters they've conquered. Their symbol is the Grande Tome.

3. Grigori - The Grigori are the policemen of Empyrean City. They are always on duty, and it is their jurisdiction to restrain or arrest Empyreans causing trouble, or suspected spies. They also have the right to fight and destroy monsters. For this reason, many Hunters become Grigori to further facillitate their careers. The Grigori are the only ones allowed to bear arms within the city. While they do not all choose to weild swords as their primary weapon, their symbol is the Sword.

4. Gatekeeper - Gatekeepers are as their namesake says. They guard the gates. Gatekeepers are generally assigned to the gate of their Alignment: Sangunies to th Red Gate, Phlegmatics to the Blue Gate, Melancholics to the Black Gate and Cholerics to the Green Gate. Aside from making sure nothing gets in their gates, the Gatekeepers are also the soldiers. They are the troops that head out to fight Outsider platoons. However, they also forage their respective areas for supplies, Hybrid Samples, Abberation Stones, Golem Shards and the like. When an Empyrean ventures out to Collect a Husk, they are always accompanied by at least 1 Gatekeeper.

Esoteric Laws:
1. Law of Consumation ~ Regarding Husk Potency
2. Law of Prophecy ~ Regarding the Future
3. Law of Absolution ~ Regarding devoting the Soul
4. Law of Corruption ~ Regarding the Outsiders
5. Law of Compensation ~ Regarding the Monsters
6. Law of Spectre ~ Regarding Spectres
7. Law of the Temple ~ Regarding City Codes
8. Law of Fermata ~ Regarding Holds

Lesson Three: The Metatrons

There is always only one Metatron for each alignment. What is a Metatron? They are the essences embodied. When an Empyrean Ascends to Metatron, their body gives way to their Essence, and they become that Alignment's Energy source. While the Metatrons do rotate, it takes many many years, and grave circumstances for this change to come about.

The Metatrons are our source of Essence, and of life. They produce our souls, and embue them upon fresh Husks to create Empyreans. When an Empyrean dies, its body is brought back to the Metatrons and the soul is extracted so that it can be reincarnated later, with a new Husk and thus begin a new life.

To directly touch a Metatron will kill an Empyrean, as direct contact automatically sucks the essence right out of you. But to be embraced by a Metatron, that is, to have a Metatron extend its mass to surround you like a cylinder, is what initiates an Empyrean to Transcend. It takes only a few minutes, and then the growth of additions is done.

When an Empyrean is chosen by the Metatron of his or her alignment to become one with the Metatron, and transcend, the Empyrean becomes part of that glorious mass, and all his/her experiences, memories and knowledge become part of the whol of the Metatron, making it a stronger, wiser being. It is a great honour to be chosen, and a good end to a life.

The Current Metatrons are:

Sanguine: Nova

Melancholy: Mephistophiles

Phlegm: Fortuna

Choleric: Rasputin

Esoteric Laws II:
1. Law of Soul ~ Regarding Possession
2. Law of Bardic ~ Regarding Bewitching
3. Law of Druids ~ Regarding Florakinesis
4. Law of Hexblades ~ Regarding Curses
5. Law of Rites ~ Regarding Guilds
6. Law of Creation ~ Regarding Invention
7. Law of Balance ~ Regarding Mixed Elements
8. Law of Passage ~ Regarding Artefacts