About The World Of Emor…

As time goes on, this page will be dedicated to providing information on the setting of the Pillars Of The Kingdom and any other Emor stories. There’s a surprising amount to cover, and as time goes on I hope to expand upon it! For now, please enjoy!


Section One: Principalities Of Emor


section 2: Ranks And Names


Section Three: Other Nations And Peoples


Section Four: Other Terms Of Note

The Kingdom of Emor is the fictional home of our protagonists. After the Conflagration, a disaster which erased all ancient civilizations, a number of independent countries emerged. They eventually united into the Kingdom of Emor. Each Emorian Principality is a semi-autonomous state that combines to make up the over-arching Kingdom of Emor. Each has its own local government, culture, level of technological development, and belief system, however all of them have sworn oaths of loyalty to Emor as a whole.

Emor is the central state that all other Principalities revolve around. Its capital revolved around the original castle at Emor, and the cities that grew up around it inherited that name. Following an attempted coup, it becomes known as Newcastle. Its technological level is superior to that of many principalities, with most of its citizens enjoying at least some form of scientific advantages.

Gatamene is a technologically inferior principality represented by a black wolf. It has traditionally been recognized as a feudal government, with individual lords holding large tracts of land. It is especially attractive to monster hunters, as it has many wild areas that civilization has not pierced. It has recently been attempting to improve its technological knowledge.

The principality of Ralase was the first volunteer to join the Kingdom of Emor. It is governed primarily by the Castrell family, who still hold the title of king. The Castrell family requires that its head-of-state be a proficient Swordpriest, and its focus on martial arts is rivaled only by Gam. It is feudal, and it has proven far less receptive to technology than its neighboring Gatamene. Finally, it has a long-standing feud with Presia.

Coaslund is the eastern-most principality of Emor, and stretches along a coast-line to the ocean. It is the only country with a considerable navy. Its capital, Rhinegeld, rests on the coast as well It is the second-most technologically advanced territory.

In the south, Presia dominates much of the Kingdom's political discussion. Its government is an unbridled theocracy, devoted to their patron-saint Sheng-Li. In spite of numerous royal edicts, they enforce laws against “inappropriate types” of magic, as well as homosexuality and even prohibitions of heresy.

Immediately to the west of Presia, a splinter-group of pilgrims assumed control over a significant portion of the kingdom's south-western wild-lands, and calls itself New Presia. They pride themselves on religious freedom, but have had to repel invasions from its former home while navigating legal concerns over its status as a break-away principality. Whatever lies south of this area is considered to be uncivilized, and Presia's expansion has been somewhat unchecked. The small chiefdoms and confederations to the south are simply referred to as “barbarians.”

Yenohar rests to the north of the kingdom. It is a technological masterpiece, with a capital city named Yenohs that hosts skyscrapers and highways. It imports tremendous amounts of crystal from its southern neighbor, Gatamene. To prevent invasions by monsters and barbarians, it used Earth-Crystal weapons to gouge a tremendous canyon into the ground along its northern border.

Finally, Gam is to the north-west of Emor. It is far more arid than the rest of the kingdom, trading plains for lush grasslands. Only a few decades ago, during the youth of Serge Lenkmen and King Anatoly Tevalain, Gam attempted to revolt against Emor's rule. Its Monks are considered the greatest rival to Ralase's Swordpriests.


Emor exists in a world inhabited by both magic and technology. A single man or machine may have equal tactical value as an entire army division. It's unique response to these circumstances has been to establish a Ranking system for its gifted soldiers. For the extremely well-renowned and mighty, it grants Names to them. Each principality has significant lee-way in what Ranks it bestows, though the Kingdom of Emor reserves the right to regulate this practice when absolutely necessary. Most of all, those who already have a Rank hold a vested interest in maintaining its exclusivity.

The vast bulk of soldiers are broadly regarded as Regulars. They have few areas of expertise other than basic competency with their weapon. A regular foot-soldier will have varying accuracy with a rifle, but will at least know the basics of staying under cover. Many principalities rely on putting technology into the hands of regulars and letting their weapons do most of the fighting. Thusfar, no science in the world seems to counter the most powerful heroes in Emorian legend.

The Noche is the first and most basic rank a soldier can achieve. Perhaps one in ten members of Emor's military have this title, but each principality differs on what it classifies as Noche. It symbolizes, at the very least, serious competency with their weapon, equipment, and tactics. They are expected to hold their own in most situations, at least until reinforcements arrive.

Second are the Aqui, who possess more than just talent with a tool. They have universally understood at least some of the mystical disciplines they are exposed to, permitting them to amplify their natural physical abilities with supernatural ones. They are, by far, much stronger and faster than the average human.

Media is the third rank. By the time an Emorian can be considered a Media, they will have seen active combat of some type. The kingdom routinely holds tournaments and war games which allow for these heroes to rise up. At this point, it is expected that the regular conventions of physical combat are supplanted by superhuman durability. A Media with a sword is worth more than ten trained men with plasma rifles, and more than a hundred conscripts toting spears. The best Media are dispatched on special missions, or assigned to special teams.

Fecha is the penultimate Rank an Emorian may earn. They have seen combat and they have no fear of it – they are masters of it. Some, not many, have even earned Names resulting from their deeds. A Fecha with a properly tuned compound bow can fire an arrow straight through steel; with a sword, they can slice almost any armor. They no longer worry about dodging most normal attacks, for they have developed a supernatural aura that serves as a second skin, protecting them from injury.

Hora is a title many dream of, but few earn. The Hora can be so fast the naked eye cannot register their gestures, and so strong they can crush armored plating with their bare hands. They are almost always Named, although many may choose not to embrace what they are known for. Though there are no rules on when a warrior may earn a Rank, if they do not reach Hora by their forties, they most likely will not possess the physical skills to achieve it. A single gesture of their arm may cause the earth to split open under their enemies; only someone equally as powerful can hope to match them.

Named warriors have accomplished something heroic in their lifetimes, or at least have some defining trait that is easily recognizable. Clarice “Blind Justice” Saffron fights using her sixth sense to tell where an enemy is, and amplifies this sense by closing her eyes. Serge “Scarred Peace” Lenkmen bears a tremendous scar on his arm, a wound he suffered while helping to end the kingdom's war with Gam. Kendrick “White Prince“ Tevalain, unsurprisingly to those who know him, has styled his entire outfit around his white hair, and earned his Name as a result of being the son of King Anatoly Tevalain.


We have already discussed how the term Barbarian, much like in real life, is used to describe anyone who does not accept the social mores of a given culture, and lives instead outside of its laws. There are many barbarian tribes to the north and south of Emor, each with its own social structure and its own attitude towards its Emorian neighbors. Some believe Emor is an encroaching devil with strange religions and customs that must be resisted. Others believe they can profit off of plundering Emorian cities. Still, the bulk of Barbarians want to trade with, and possibly even join the Emorian nation.

To the west, the would-be “Barbarians” are instead identified as the Shamans. Their capital is Shamansen, and they walk through the jungles west of Emor with seeming impunity. Though they do not have universal access to Arcane magic, they have made a habit of using it to change their environments to their liking. Their leader, Starsen, is rumored to be exceptionally powerful, easily on the level of an Hora. Emor has alternated between uneasy truces and subtle wars with the Shamans, with Emor’s growing population serving as a source of pressure for relations between the two.

Emorian legends suggest that a country called Solasce has occasionally performed pirating operations from the ocean to the kingdom's east. Solasce is supposedly descended from another group of Conflagration survivors, the Republic of Cernai. It is technologically advanced, but Emor has never confirmed its existence prior to the start of the series.

The Saints are a secretive cult, supposedly consisting of death-worshippers. Their symbol is a spherical droplet of blood, stained with poison, similar to the Earthen Yin-Yang. They are led by the Apostles, a collection of six incredibly dangerous soldiers, all of whom are known to be ruthless, indivdiualistic, and quite possibly insane. The only wordly force keeping this group from tearing itself apart is the Apostle named Valin. They are experts at sowing dissent, with agents in Emor as well as in Barbarian and Shaman lands.


The “Arcanicis an Emorian term that defines any natural-born magic user, while “Arcane” refers to the powers of magic, themselves. In particular, Arcane power is that which manifests outside of the human body, such as wielding fireballs or controlling lightning. It has been observed that living “closer to nature,” without technology, coincides with higher Arcanic populations; simultaneously, however, data has suggested that the Arcanics who manage to develop their powers in technologically advanced regions frequently exhibit greater amounts of magical power. Whether this is a misconstruction of information, or whether technology somehow interferes with the development of a person's magical talent is unknown.

Spiritual Power is a loosely-defined hallmark of the Emorian Hora, and is centered around using magical abilities inside of the body, instead of outside. The primary function of these disciplines are to enhance a person's physical capabilities, making them super-humanly strong, fast, and durable. In the hands of its mightiest practicioners, this power can manifest outside of the body in a manner hardly distinguishable from Arcane abilities. A Hora can leap to a third-story rooftop with ease, survive otherwise-devastating injuries, and perform generally inexplicable feats. When that power is invoked in anger, they can terrify anyone nearby solely from their force of will.

Monsters are a fact of life in the Kingdom of Emor, and their relevance to society ranges from “nuisance” to “endangering entire cities.” The significant pseudo-biological identification of a monster, as opposed to an ordinary living thing, is that monsters are magical by nature. Once dead, monsters will disintegrate into Crystals based on how highly attuned to magic the monster is. A fire monster will produce red crystal, but many monsters have no particular elemental heritage and produce gray stones which simply store potential magical energy. A bonfire-sized spirit may only produce small specimens, while a volcanic behemoth will yield large stones.

Crystal is the fuel of the Emorian world. Air and lightning-based monsters produce crystals which can be immediately plugged into any power plant. Fire crystals can be 'burned', while gray crystals can be harvested for energy less directly. Ice crystals can provide for extraordinarily efficient freezers, and earth crystals are useful in construction applications, as well as medicine. Emorian technology relies almost exclusively on crystals, making monster-hunting a vital national industry.

The magical power inside of crystals can be unleashed in an art-form called Sorcery, mainly by Arcanics who lack enough power to create a desired magical effect on their own. If an Arcanic wished to prevent a mud-slide, they might use an earth crystal to amplify their own power. Tying crystals into magical items can make their enchantments self-sustaining, or at least provide for a longer duration of the enchantment.

Relics come in many varieties, but are usually classified as “minor” or “major.” Even “minor” relics boast incredible power in comparison to the typical enchanted item. A talented Arcanic may be able to make weapons freeze their victims, but only a genius could create one which has its own mind.