storymasterb
Knight of RPGs
Digimon Idylls: Fracture
The world's name is Idyll.
Eons ago, Yggdrasil reached into the void. Its roots touched the nothingness and reshaped it, forming matter from a sea of chaos. Eight roots burrowed deep into the sea of entropy and made from it a globe, with landmasses and oceans coming into existence. The eight roots sprouted saplings, mirrors of Yggdrasil's embodiment of the world tree, and from them sprang digital life. Digimon grew in their shadow, evolving, multiplying, and advancing. They built civilizations, venturing beyond the nurturing shade of Yggdrasil's saplings to found cities and empires. The eras passed as those empires rose and fell, a line of successive kingdoms stretching from the era of creation right to the present day.
The most recent of these was that of Rome, ruled by the god-emperors of the Olympos XII. Roman authority covered much of the world, reaching from its capital and Mount Olympus within in the nation of Italia as far as the distant shores of Takamagahara in the east and the Technocracy to the west. But in their centuries-long rule, the Olympians grew distant from their subjects, their god-like power and authority eroding their empathy and morality. The merest slights were met by terrifying retribution. Excessive taxes and harvesting of resources were used to fuel their appetites for luxury, and where their aid was required, often the cries for aid would be dismissed by remarks about 'a higher calling'. The Olympians came to be regarded with bitterness and their rule preserved by fear, until a lord of Albion named Uther Pendragon came to their court to protest the cruel slaughter of men who had the misfortune to glance upon the lady Diana bathing. He was struck down by the lightning of Jupiter as a punishment for his 'arrogance'.
This cruelty, however, ultimately sparked the end of Olympus. Uther's son Artorigus came to rule his territory, and when Olympus refused his call for aid against a fearsome invasion of Norsemen, he was granted victory by drawing a mysterious blade named Caledfwlch, granting him strength rivaling that of the Olympians. With such power in hand, he declared Albion independent of Olympus and gathered the nation's divided realms to his banner. To represent the alliance, knights from the realms were appointed his generals and champions, to sit at his Round Table as Royal Knights. With these great men at his command, Artorigus fought the might of Olympus for a decade, his example inspiring more kingdoms and nations to throw off their chains. With each passing year the scales tipped in his favor, more knights taking seats at the Round Table, more rulers choosing his humility and nobility over the cruelty and scorn displayed by the Olympians. Even the angels who had served for centuries came to join him.
In a great final battle, Artorigus slew Jupiter at the pinnacle of Olympus, driving Caledfwlch through the core of his father's murderer. Since, he has ruled the island of Albion as king, his knights extending justice and hope across the globe. Idyll's scars have healed, its broken lands rebuilt, its chaos returned to order. What few conflicts have arisen have been swiftly ended by the efforts of the Royal Knights and the wise rule of Artorigus. Soldiers once drilled harshly in preparation for a war of gods and kings now rest easy, their arms needed only to deter bandits. Fortifications erected to guard from invading armies now play host to the war games of excited children.
From his court at Camelot, Artorigus has seen peace reign with him, protected by the edge of his Caledfwlch, its shards bestowed upon the thirteen Royal Knights, and the flights of angels who now serve at his command. Sylvania, Rome, Dragonstone, Takamagahara, Jerusalem, and countless other cities owe their rest to the king's watchful eyes. Though Artorigus does not rule an empire as the Olympians did, it often feels to the world that he rules all but the likes of the Norsemen who reject all such authority.
But all is not well in Albion of late. Though the Royal Knights maintain their castles upon the island kingdom of Artorigus's birth and though their garrisons are well-stocked, still whispers abound of strange occurrences. Digimon are vanishing, it is whispered, going into the woods or into dark alleyways and never emerging again. In the misty forests, strange plants grow, unknown to even the oldest of the kingdom's wise men. And some speak of treachery and revolt being planned in secret, under the cover of night.
You are one of many who have travelled to the kingdom of Artorigus. Perhaps you came because of the troubling rumors. Perhaps you sought to see the king's birthplace for yourself, or perhaps a friend or family led you to Camelot. But regardless, you now walk amongst the castles and in the bustling streets, catching glimpses of legends in the flesh and hearing those same troubling rumors.
Today is a particularly important day, however. It is the anniversary of Olympus's downfall, and so a great parade is being held. All the Royal Knights are said to be in attendance, drawing all manner of Digimon to the heart of Camelot to catch even the merest glimpse of their heroes. Much of the city is quiet away from the action, and such a time is perfect for dark deeds. Hunters are chasing prey they eagerly wish to silence, and by chance or perhaps Yggdrasil's will, you are about to come between them and their quarry.
Albion:
A mist-shrouded, rain-lashed island nation, Albion is a land of chivalry and knighthood. Its proud knights have long defended it from the ravaging of the Norsemen who come from across the sea to plunder its shores, supported by the peasants who repay their protection and patronage with hard work and loyalty. Once but a minor fiefdom of Olympus, since King Artorigus overthrew the Olympians, Albion has become the seat of power in the world. Rulers from across Idyll send their envoys to curry favor with the great king and request the aid of his Royal Knights in enforcing the peace and arbitrating disputes. Despite the wealth that now flows through its ports and into Camelot, Artorigus's capital, Albion retains much of its rustic charm. Its forests are still misty, its hills still rain-lashed. Castles and cities rise as islands of civilization in an ocean of the wild.
Albion's centre of power is Camelot, a citadel at the centre of the island. It is in Camelot that Artorigus sits his throne and holds council at his Round Table, planning strategy with the Royal Knights. Each of the Knights in turn arbitrates a province of Albion, carrying their king's will to their own castles, be it to Caerleon in Gwent, the fastness of Ser Cei, to Joyous Gard, the bastion ruled by Ser Lancelot. Most of the Knights oversee the province from which they came, though the brothers Gwalchmai, Agravaine, Medrawd and Gareth were each assigned separate provinces so as to leave the realm equally represented at the Round Table. The fourteen provinces of Albion are as follows:
Logres: At the centre of Albion sits Logres, the smallest province, concentrated around Camelot and ruled directly by Artorigus Pendragon, the Imperialdramon Paladin Mode. Heavily developed, much of Logres is city, as though the people of Albion flock to be near their king. As such, the king's knights are always evident, watchful for any sign of trouble.
Astolat: North of Camelot is Astolat, a heavily forested section of the realm which is the heart of Yggdrasil's worship. Ancient fanes lie deep in the forest, some devoted to a tree, others to a wise old man, but all ultimately dedicated to Yggdrasil. Fittingly, Astolat's affairs are arbitrated by Ser Galahad the Alphamon, who spends much of his time in meditation and introspection within the castle-church of Siege Perilous.
Gaul: Lying on Albion's southern shore, Gaul is one of the warmest parts of the island, the perpetual mist and rain giving way to sunlight more often. The nobility often come to this place to recuperate, and its ports are swelled by the profit of trade with the mainland. Ruled by Ser Lancelot the Omnimon from his regal bastion of white stone, Joyous Gard, Gaul is critically important to Albion.
Lothian: Perched at the northernmost tip of Albion, Lothian is the coldest, most windswept region of the island, its shores and cliffs harsh and unforgiving. Such surroundings breed discipline and strength, and the knights born to Lothian are well-regarded across the realm, honed by the constant fear of Norse raids from across the stormy ocean. Lothian is personally ruled by Ser Gwalchmai the Gallantmon, son of the old lord Lot and the lady Morgana, who sits a throne in the castle of Dunpeldyr.
Corbenic: East of Logres and nestled on Albion's eastern shores, Corbenic is often regarded as a holy land, some whispering that a certain white tree within its forests was planted from a seed taken from Yggdrasil's sapling in Jerusalem. While the clergy more often tend to Astolat, many priests and monks hold their prayer in Corbenic under the watchful eye of Ser Bors the Magnamon, who holds the castle of the same name.
Gwent: The original birthplace of Artorigus Pendragon and seat of the Pendragon bloodline, Gwent lies in the west of Albion, rainswept and misty. Its deep forests hide many secrets and its mountains rise taller than any other in the nation. Ser Cei rules Gwent as his father Ector once did, holding the ancestral bastion of Caerleon.
Gaunnes: Between Logres and Gwent lies Gaunnes, a hilly region that rises into foothills for the mountains of Gwent. Long ruled by dragons, Gaunnes retains this heritage in the form of the Royal Knight who watches over it, Ser Bedwyr the Examon, fearsome despite having lost an arm in the revolt against Olympus. Bedwyr's fortress is named Wyrm's Watch, fitting for one with eyes so keen.
Orkney: Scattered off the shore of Lothian is a small cluster of islands, oft overlooked but for the precious Digizoid buried within their rock. Such metal demands protection and so Orkney stations a garrison to defend the miners from Norse incursions, this garrison being led by Ser Medrawd the UlforceVeedramon, whose castle is Storm's Keep.
Venta: Formerly the capital of Albion under the Olympians, Venta now stands as one among equals, though its major settlement retains the Roman architecture brought by its former conquerors. A major port lies within Venta and it is also one of the breadbaskets of Albion, for the weather is more amenable to growing crops. Venta is defended personally by Ser Peredur the Jesmon, newest of the Knights, whose castle was once the fortress of the Roman governor, Venta Belgarum, now named Winchester.
Gorre: Between Corbenic and Lothian on the north-eastern cost of Albion is Gorre, land of rock and blood. Before Artorigus took command of Albion, Gorre was ruled by the bloodthirsty Maleagant, who waged war upon his neighbours without relent, and the land retains a reputation for breeding the aggressive and violent. Fittingly, Ser Agravaine the Craniamon is Gorre's governor, inheriting Maleagant's Castle of Glass, so named for its ornate stained glass windows.
Thanet: The south-easternmost point of Albion is Thanet, once ruled by the lord Vortigern before he betrayed the nation to Norse invaders. His son Vortimer rebelled against his father and held the Norse back for a time, before suffering an untimely death and leaving the Norse to be ultimately stopped by Artorigus wielding the newly-drawn sword Caledfwlch. Fortified heavily against another Norse incursion, Thanet is defended by some of Albion's finest, led by Ser Palamedes the Gankoomon, whose unorthodox tactics and fighting style have seen many a foe defeated.
Lyonesse: On Albion's south-western tip is Lyonesse, a land of sunlight and sea, protected by Ser Drystan the Sleipmon and his lady Iseult from the castle of Michael's Mount. Lyonesse is renowned for its bards and poets, often credited as the majestic landscape offering much inspiration, and its lord is no different, being the envy of many with his beautiful playing of the harp. Regardless, the warriors of Lyonesse are not to be mocked.
Rheged: Between Gwent and Lothian is Rheged, a mountainous region of Albion known for its fine blacksmiths and correspondingly the well-equipped forces within its borders. Though inhospitable, Rheged is home to many who come to learn the arts of shaping metal and wielding blades, and its lord Ser Gareth the LordKnightmon excels at both in spite of his effeminate appearance. Gareth's stronghold is the castle Carlisle, where it is said he often attempts to forge a blade akin to Artorigus's Caledfwlch to no avail.
Cameliard: Bordered by Lyonesse, Gwent, Gaunnes and Venta, Cameliard is the birthplace of Artorigus's bride Gwenhwyfar and also the home of Ser Lucan, one of the first knights to swear allegiance to Artorigus. Its great moors are known across the kingdom for their eerie beauty, and its roads are well-travelled by artists and musicians who are passing through to Lyonesse or making pilgrimage to some spot of natural beauty across the island. Defended by Ser Lucan from the castle of Tintagel, Cameliard often receives royal visits from the king and queen when they come to see Gwenhwyfar's aged father.
Astolat: North of Camelot is Astolat, a heavily forested section of the realm which is the heart of Yggdrasil's worship. Ancient fanes lie deep in the forest, some devoted to a tree, others to a wise old man, but all ultimately dedicated to Yggdrasil. Fittingly, Astolat's affairs are arbitrated by Ser Galahad the Alphamon, who spends much of his time in meditation and introspection within the castle-church of Siege Perilous.
Gaul: Lying on Albion's southern shore, Gaul is one of the warmest parts of the island, the perpetual mist and rain giving way to sunlight more often. The nobility often come to this place to recuperate, and its ports are swelled by the profit of trade with the mainland. Ruled by Ser Lancelot the Omnimon from his regal bastion of white stone, Joyous Gard, Gaul is critically important to Albion.
Lothian: Perched at the northernmost tip of Albion, Lothian is the coldest, most windswept region of the island, its shores and cliffs harsh and unforgiving. Such surroundings breed discipline and strength, and the knights born to Lothian are well-regarded across the realm, honed by the constant fear of Norse raids from across the stormy ocean. Lothian is personally ruled by Ser Gwalchmai the Gallantmon, son of the old lord Lot and the lady Morgana, who sits a throne in the castle of Dunpeldyr.
Corbenic: East of Logres and nestled on Albion's eastern shores, Corbenic is often regarded as a holy land, some whispering that a certain white tree within its forests was planted from a seed taken from Yggdrasil's sapling in Jerusalem. While the clergy more often tend to Astolat, many priests and monks hold their prayer in Corbenic under the watchful eye of Ser Bors the Magnamon, who holds the castle of the same name.
Gwent: The original birthplace of Artorigus Pendragon and seat of the Pendragon bloodline, Gwent lies in the west of Albion, rainswept and misty. Its deep forests hide many secrets and its mountains rise taller than any other in the nation. Ser Cei rules Gwent as his father Ector once did, holding the ancestral bastion of Caerleon.
Gaunnes: Between Logres and Gwent lies Gaunnes, a hilly region that rises into foothills for the mountains of Gwent. Long ruled by dragons, Gaunnes retains this heritage in the form of the Royal Knight who watches over it, Ser Bedwyr the Examon, fearsome despite having lost an arm in the revolt against Olympus. Bedwyr's fortress is named Wyrm's Watch, fitting for one with eyes so keen.
Orkney: Scattered off the shore of Lothian is a small cluster of islands, oft overlooked but for the precious Digizoid buried within their rock. Such metal demands protection and so Orkney stations a garrison to defend the miners from Norse incursions, this garrison being led by Ser Medrawd the UlforceVeedramon, whose castle is Storm's Keep.
Venta: Formerly the capital of Albion under the Olympians, Venta now stands as one among equals, though its major settlement retains the Roman architecture brought by its former conquerors. A major port lies within Venta and it is also one of the breadbaskets of Albion, for the weather is more amenable to growing crops. Venta is defended personally by Ser Peredur the Jesmon, newest of the Knights, whose castle was once the fortress of the Roman governor, Venta Belgarum, now named Winchester.
Gorre: Between Corbenic and Lothian on the north-eastern cost of Albion is Gorre, land of rock and blood. Before Artorigus took command of Albion, Gorre was ruled by the bloodthirsty Maleagant, who waged war upon his neighbours without relent, and the land retains a reputation for breeding the aggressive and violent. Fittingly, Ser Agravaine the Craniamon is Gorre's governor, inheriting Maleagant's Castle of Glass, so named for its ornate stained glass windows.
Thanet: The south-easternmost point of Albion is Thanet, once ruled by the lord Vortigern before he betrayed the nation to Norse invaders. His son Vortimer rebelled against his father and held the Norse back for a time, before suffering an untimely death and leaving the Norse to be ultimately stopped by Artorigus wielding the newly-drawn sword Caledfwlch. Fortified heavily against another Norse incursion, Thanet is defended by some of Albion's finest, led by Ser Palamedes the Gankoomon, whose unorthodox tactics and fighting style have seen many a foe defeated.
Lyonesse: On Albion's south-western tip is Lyonesse, a land of sunlight and sea, protected by Ser Drystan the Sleipmon and his lady Iseult from the castle of Michael's Mount. Lyonesse is renowned for its bards and poets, often credited as the majestic landscape offering much inspiration, and its lord is no different, being the envy of many with his beautiful playing of the harp. Regardless, the warriors of Lyonesse are not to be mocked.
Rheged: Between Gwent and Lothian is Rheged, a mountainous region of Albion known for its fine blacksmiths and correspondingly the well-equipped forces within its borders. Though inhospitable, Rheged is home to many who come to learn the arts of shaping metal and wielding blades, and its lord Ser Gareth the LordKnightmon excels at both in spite of his effeminate appearance. Gareth's stronghold is the castle Carlisle, where it is said he often attempts to forge a blade akin to Artorigus's Caledfwlch to no avail.
Cameliard: Bordered by Lyonesse, Gwent, Gaunnes and Venta, Cameliard is the birthplace of Artorigus's bride Gwenhwyfar and also the home of Ser Lucan, one of the first knights to swear allegiance to Artorigus. Its great moors are known across the kingdom for their eerie beauty, and its roads are well-travelled by artists and musicians who are passing through to Lyonesse or making pilgrimage to some spot of natural beauty across the island. Defended by Ser Lucan from the castle of Tintagel, Cameliard often receives royal visits from the king and queen when they come to see Gwenhwyfar's aged father.
The Royal Knights:
Artorigus's foremost warriors, champions and officials, the thirteen Royal Knights are legendary heroes both in Albion and across the face of Idyll, their skill, valor and might respected by all. As individuals they are formidable, as a group, they are unmatched. Though their personalities and ideals may clash, Artorigus's kingship sees them united as a brotherhood of warriors, bound by loyalty to their king. Each of the thirteen was presented with a shard of the sword Caledfwlch when Artorigus knighted them, broken from his great blade to imbue them with a measure of its power and symbolically cast them as one of his own swords. These shards took the shape of a weapon befitting the Knights they were bestowed upon, granting the Royal Knights power beyond that of a typical member of their species and making them instantly recognisable. The thirteen are as follows:
Ser Lancelot (Omnimon): Once considered the unquestioned strongest among the Knights, Lancelot's claim to such is threatened only by the poorly understood power of his son Galahad. Regardless, Lancelot is still easily one of the mightiest beings in the world, crushing many enemies of Albion with his fearsome strength and keen mind. Lancelot is the exemplar of a knight, chivalrous and honorable, but beneath his gleaming armor is a man who struggles with his oaths, as shown by his fathering of Galahad by Elaine of Corbenic. Though he considers Artorigus a brother in arms and recognises the great feats the Imperialdramon has achieved, at times, Lancelot sees Artorigus's absolute devotion to the ideals of justice and peace as unsustainable. The shard of Caledfwlch bestowed upon Lancelot empowered his weapons, reforging the Grey Sword into the blade Arondight, which shines like cool moonlight on the water's surface when drawn.
Ser Galahad (Alphamon): Aloof and distant, Galahad has few true friends among his peers, with only Ser Peredur being truly close to him. Second to last of the Knights to join their brotherhood, his lateness was joined by an unnerving maturity for one so young. Even by their standards, Galahad was strange, and if he was bothered by being held at arm's length, he didn't show it. He spends much of his time in meditation, pondering Yggdrasil and the nature of the world, and entering the fray seemingly upon a whim or when he is asked directly for help. When he does personally tend to affairs, it is a certainty that they will be put right, for no foe to date has stood against the so-called Lord of the Empty Seat. The shard of Caledfwlch bestowed upon Galahad took the shape of a dragon and was bound to him, granting him a mighty sword and blazing wings when he chooses to manifest it.
Ser Gwalchmai (Gallantmon, pronounced GWALKH mye): Ser Gwalchmai is widely considered the shining star among the Royal Knights, likeable, courteous, courageous and chivalrous beyond doubt. His shining armor reflects a noble heart, one that protects the weak and vanquishes the wicked. He is fiercely loyal to Artorigus and loves his brothers Agravaine, Gareth and Medrawd keenly, and if Artorigus binds the Royal Knights with purpose, it is Gwalchmai who is their heart. Though he rules a cold and harsh region of Albion, Gwalchmai radiates warmth like the sun, always with an encouraging word or gesture for those in need. The shard of Caledfwlch bestowed upon Gwalchmai empowered the lance Gram, sharpening its edges and transforming it into a mighty blade that Gwalchmai dubbed Galatine. Galatine's edge shines like sunlight and when Gwalchmai unleashes his Lightning Joust, the attack blazes with the very intensity of a corona.
Ser Agravaine (Craniamon, pronounced Ag-RA-vain): A dark knight among knights in shining armor, Agravaine always stood out among his fellows from the start. But he is not one to bitterly regard his status as the designated 'villain', rather he embraces it. To Agravaine, his place is to be the terror to the other Knights' admiration, to do what they cannot. Pragmatism is the way of Agravaine, for it is the knight who shuns knighthood who understands the limitations of honor and chivalry. Some would call him brutal, even cruel, but Agravaine takes pride in serving his kingdom in a way others cannot, and this pride is like armor protecting him from the judgments cast by others. Agravaine's closest friend is his younger brother Medrawd, with Agravaine attempting to mentor the younger knight in his own ideals. The shard of Caledfwlch bestowed upon Agravaine empowered his spear, making it a fearsome barbed weapon that rips plain through flesh and armor alike.
Ser Bors (Magnamon): A deeply devout and noble Digimon, Bors is a pious believer in the faith of Yggdrasil, having been raised in its tenets since birth. This piety has seen the faith flourish in Corbenic under his watch, and such is Bors's devotion that he makes a point of visiting each new church and shrine to join in prayer with his subjects. Though some might call him self-righteous, Bors's compassion is without question, for the homeless of Corbenic are quickly taken into the warm and fed by the Magnamon's command, if not by him personally. Perhaps ironically, Bors is closest to Ser Lancelot of all the Knights, the result of the two having fought a particularly taxing battle together during the war with Olympus. The shard of Caledfwlch bestowed upon Bors takes the shape of a pair of mighty gauntlets, augmenting his great punches to devastating effect.
Ser Cei (Dynasmon, pronounced Kay): The very first of the Royal Knights, Ser Cei grew up with Artorigus when both were boys. He is the king's oldest friend, having consoled him after the death of Uther and seen him grow from grieving boy to victorious king. As such, Cei's loyalty is absolute, and it has been rewarded with his position as the king's seneschal. Irreverent to a fault, Cei often cracks jokes with his fellows and enjoys the banter of brothers, but in combat, he is an implacable enemy. Of all the Knights, Cei enjoys a unique perspective of their king, one which sees him serving as the advisor Artorigus can most trust. The shard of Caledfwlch bestowed upon Cei, which he chooses to use it over his bare hands, takes the shape of a monstrous bone-white claymore wreathed in white fire, almost a lesser reflection of Caledfwlch itself. Digicode runes run up the blade, spelling the word 'Future', and Cei's monstrous strength allows him to wield it one-handed.
Ser Gareth (LordKnightmon): Energetic and elegant, Gareth was nicknamed "the Fair Hands" when he first joined the Royal Knights for his effeminate appearance and graceful fighting style. While his prowess soon put paid to the nickname, Gareth was still regarded as the finest of the Knights in grace. His mastery of the blade saw him cut down many foes during the war, and now he rules Rheged, his might have silenced any objections. Arrogant but kind, Gareth cares deeply about the people of Albion and seeks to improve their lot as much as he can. Outside of combat, Gareth delights in the creation of aesthetically pleasing yet functional items, most especially weapons. His obsession with the craft has won him the belief of many that he is Idyll's greatest living blacksmith, but such an accolade is not enough. Gareth will only be satisfied when he creates a blade that surpasses Artorigus's Caledfwlch in power, quality and beauty, even if such a feat may be impossible. Fittingly, the shard of the blade he was given took the form of a sword, a thin elegant weapon that strikes with great speed in his hands.
Ser Medrawd (UlforceVeedramon, pronounced MAY drowd): Brother to Gwalchmai, Agravaine and Gareth, Medrawd is an anomaly among his brothers. There is no doubt that he is their brother, yet it is felt he is haunted by a different shadow than that of the lord Lot. Quiet, insightful and calculating, Medrawd spends much of his time in social gatherings of the Knights observing and thinking, measuring his words as a banker weighs gold. He is closest to Agravaine of all his brothers, and the Craniamon's pragmatism has rubbed off heavily on Medrawd, leading him to fight 'dishonorably' as truer knights would put it. Some say this is why he was assigned Orkney as his realm, as a slight, but if Medrawd feels slighted he does not show it, merely doing his duty to Albion without concern. The shard of Caledfwlch Medrawd received saw his Ulforce Sabers transfigured into a physical blade by the name of Clarent, a cunning weapon whose blade is all but invisible to the naked eye.
Ser Drystan (Sleipmon, pronounced DRIS tan): Noble and cultured, Drystan is a warrior who fights to preserve the joys of peacetime. Like his wife Iseult, he delights in the arts, enjoying all aspects of music, painting, theatre and more. His patronage has seen many a promising musician, artist and actor catapulted to fame, particularly in his home of Lyonesse, and he himself practises all such disciplines. But he does not shirk the battlefield, for when it is necessary to fight, Drystan is a match for even the likes of Lancelot. At court he is whimsical and encouraging, often offering deadpan critique and warm laughter to the atmosphere, while on the battlefield his arrows mow down the enemies of peace without relent. The shard of Caledfwlch given to Drystan transformed his Muspellheimr crossbow into a great longbow that the Sleipmon dubbed Failnaught, for its arrows of light never miss their mark.
Ser Lucan (Duftmon): A keen strategist and a dedicated knight, Ser Lucan was one of the first to join Artorigus after receiving a vision of himself kneeling before the future king. This led him to become one of the first of the Royal Knights, helping to craft some of Artorigus's greatest victories in his time. While some dismiss him as the king's 'butler', Lucan's strategic mind serves to organise the logistics of Albion in more than war, helping to craft castles, cities and all manner of efforts to help the nation advance. As such, Lucan is not one for public appearances, throwing himself wholeheartedly into his work as both a Royal Knight and as a civic genius. The shard of Caledfwlch given to Lucan took the form of an elegant buckler which can project a shield of light, allowing Lucan to defend himself from projectiles and melee while maintaining his agility.
Ser Bedwyr (Examon, pronounced BED oo-eer): The marshal of Albion's armies in times of crisis, Bedwyr came to join Artorigus alongside Ser Lucan at the dawn of the revolt against Olympus, a war in which he lost his right hand. A skilled leader of men, it is often said that Lucan crafts the plans of attack, while Bedwyr provides the will to see them through. His booming voice commands the loyalty of many knights and soldiers, roaring the words that send them into a righteous fury. Loyal to the dream of what Artorigus would create, Bedwyr sees in his king the potential for a brilliant world, like a dream made reality. As such, he is ever watchful for those who would despoil that dream, rooting out the lingering remnants of Olympus's loyalists with watchful eyes. The shard of Caledfwlch given to Bedwyr takes the shape of a replacement for his lost hand in the form of mighty Digizoid talons crafted of the same white Digizoid that composes Caledfwlch itself.
Ser Palamedes (Gankoomon): Originally from the far east, Palamedes came to Albion upon hearing rumors of a rebellion against Olympus. When he met Artorigus, intrigued by the young lord, he swore allegiance and came to serve as a Royal Knight. His unorthodox fighting style saw him win much glory in battle, while his lighthearted and quirky personality won the admiration of Albion's people. Ill-content sat on a throne, Palamedes retains his wanderer's spirit, often taking to the roads to work beside the common folk and see their grievances first hand. This humility led him to take Ser Peredur under his wing and train the last of the Royal Knights personally, forging a strong bond with the Jesmon which still endures despite Peredur taking his place at the round table. Though Palamedes has considered taking his leave of Albion, he remains intrigued to see what Artorigus will make of the world, and he feels duty-bound to see the dream of Camelot through to the end. The shard of Caledfwlch given to Palamedes takes the shape of a silvery white staff in his hands, at first a simple-seeming weapon, but the Gankoomon wields it with speed and power that makes apparent his mastery.
Ser Peredur (Jesmon, pronounced peh RAY deer): The thirteenth Royal Knight, Peredur's childhood was spent isolated. His father had perished in a battle between rival provinces and in her grief, Peredur's mother raised him in seclusion within the forests of Astolat so her son would never become a knight and meet the same fate. But the boy's curiosity was indomitable, and as the war with Olympus raged, it disturbed their tranquil existence. A wounded knight encountered Peredur by chance within the forest, captivating the SaviorHackmon even with that smallest of meetings. His wish to learn more led him out of the forest and towards Camelot, where he learned the ways of the knight and the manners of the kingdom. As he was taken under the wing of knight after knight, it became apparent that knighthood was simply in his blood, until finally word of the prodigal squire came to Camelot and he was entrusted to Ser Palamedes. It was Palamedes who made Peredur into a Royal Knight through hard work and dedication, and Peredur still feels much gratitude and kinship with his teacher. His humble beginnings gave Peredur a different perspective of the world, leading him to race to help even the smallest of Digimon in their times of need, and his idealism still burns brightly. The Jesmon genuinely believes that Artorigus and his Royal Knights will transform the world into a paradise through their efforts, and he strives endlessly to see that dream realised. Besides his mentor, Peredur is closest to Ser Galahad, for the two share a heightened insight into the mysteries of the world that others lack and which they bonded over during their first meeting. The shard of Caledfwlch entrusted to Peredur granted him a fourth guardian spirit, Artagnan, further enhancing his already formidable offensive and defensive prowess.
Ser Galahad (Alphamon): Aloof and distant, Galahad has few true friends among his peers, with only Ser Peredur being truly close to him. Second to last of the Knights to join their brotherhood, his lateness was joined by an unnerving maturity for one so young. Even by their standards, Galahad was strange, and if he was bothered by being held at arm's length, he didn't show it. He spends much of his time in meditation, pondering Yggdrasil and the nature of the world, and entering the fray seemingly upon a whim or when he is asked directly for help. When he does personally tend to affairs, it is a certainty that they will be put right, for no foe to date has stood against the so-called Lord of the Empty Seat. The shard of Caledfwlch bestowed upon Galahad took the shape of a dragon and was bound to him, granting him a mighty sword and blazing wings when he chooses to manifest it.
Ser Gwalchmai (Gallantmon, pronounced GWALKH mye): Ser Gwalchmai is widely considered the shining star among the Royal Knights, likeable, courteous, courageous and chivalrous beyond doubt. His shining armor reflects a noble heart, one that protects the weak and vanquishes the wicked. He is fiercely loyal to Artorigus and loves his brothers Agravaine, Gareth and Medrawd keenly, and if Artorigus binds the Royal Knights with purpose, it is Gwalchmai who is their heart. Though he rules a cold and harsh region of Albion, Gwalchmai radiates warmth like the sun, always with an encouraging word or gesture for those in need. The shard of Caledfwlch bestowed upon Gwalchmai empowered the lance Gram, sharpening its edges and transforming it into a mighty blade that Gwalchmai dubbed Galatine. Galatine's edge shines like sunlight and when Gwalchmai unleashes his Lightning Joust, the attack blazes with the very intensity of a corona.
Ser Agravaine (Craniamon, pronounced Ag-RA-vain): A dark knight among knights in shining armor, Agravaine always stood out among his fellows from the start. But he is not one to bitterly regard his status as the designated 'villain', rather he embraces it. To Agravaine, his place is to be the terror to the other Knights' admiration, to do what they cannot. Pragmatism is the way of Agravaine, for it is the knight who shuns knighthood who understands the limitations of honor and chivalry. Some would call him brutal, even cruel, but Agravaine takes pride in serving his kingdom in a way others cannot, and this pride is like armor protecting him from the judgments cast by others. Agravaine's closest friend is his younger brother Medrawd, with Agravaine attempting to mentor the younger knight in his own ideals. The shard of Caledfwlch bestowed upon Agravaine empowered his spear, making it a fearsome barbed weapon that rips plain through flesh and armor alike.
Ser Bors (Magnamon): A deeply devout and noble Digimon, Bors is a pious believer in the faith of Yggdrasil, having been raised in its tenets since birth. This piety has seen the faith flourish in Corbenic under his watch, and such is Bors's devotion that he makes a point of visiting each new church and shrine to join in prayer with his subjects. Though some might call him self-righteous, Bors's compassion is without question, for the homeless of Corbenic are quickly taken into the warm and fed by the Magnamon's command, if not by him personally. Perhaps ironically, Bors is closest to Ser Lancelot of all the Knights, the result of the two having fought a particularly taxing battle together during the war with Olympus. The shard of Caledfwlch bestowed upon Bors takes the shape of a pair of mighty gauntlets, augmenting his great punches to devastating effect.
Ser Cei (Dynasmon, pronounced Kay): The very first of the Royal Knights, Ser Cei grew up with Artorigus when both were boys. He is the king's oldest friend, having consoled him after the death of Uther and seen him grow from grieving boy to victorious king. As such, Cei's loyalty is absolute, and it has been rewarded with his position as the king's seneschal. Irreverent to a fault, Cei often cracks jokes with his fellows and enjoys the banter of brothers, but in combat, he is an implacable enemy. Of all the Knights, Cei enjoys a unique perspective of their king, one which sees him serving as the advisor Artorigus can most trust. The shard of Caledfwlch bestowed upon Cei, which he chooses to use it over his bare hands, takes the shape of a monstrous bone-white claymore wreathed in white fire, almost a lesser reflection of Caledfwlch itself. Digicode runes run up the blade, spelling the word 'Future', and Cei's monstrous strength allows him to wield it one-handed.
Ser Gareth (LordKnightmon): Energetic and elegant, Gareth was nicknamed "the Fair Hands" when he first joined the Royal Knights for his effeminate appearance and graceful fighting style. While his prowess soon put paid to the nickname, Gareth was still regarded as the finest of the Knights in grace. His mastery of the blade saw him cut down many foes during the war, and now he rules Rheged, his might have silenced any objections. Arrogant but kind, Gareth cares deeply about the people of Albion and seeks to improve their lot as much as he can. Outside of combat, Gareth delights in the creation of aesthetically pleasing yet functional items, most especially weapons. His obsession with the craft has won him the belief of many that he is Idyll's greatest living blacksmith, but such an accolade is not enough. Gareth will only be satisfied when he creates a blade that surpasses Artorigus's Caledfwlch in power, quality and beauty, even if such a feat may be impossible. Fittingly, the shard of the blade he was given took the form of a sword, a thin elegant weapon that strikes with great speed in his hands.
Ser Medrawd (UlforceVeedramon, pronounced MAY drowd): Brother to Gwalchmai, Agravaine and Gareth, Medrawd is an anomaly among his brothers. There is no doubt that he is their brother, yet it is felt he is haunted by a different shadow than that of the lord Lot. Quiet, insightful and calculating, Medrawd spends much of his time in social gatherings of the Knights observing and thinking, measuring his words as a banker weighs gold. He is closest to Agravaine of all his brothers, and the Craniamon's pragmatism has rubbed off heavily on Medrawd, leading him to fight 'dishonorably' as truer knights would put it. Some say this is why he was assigned Orkney as his realm, as a slight, but if Medrawd feels slighted he does not show it, merely doing his duty to Albion without concern. The shard of Caledfwlch Medrawd received saw his Ulforce Sabers transfigured into a physical blade by the name of Clarent, a cunning weapon whose blade is all but invisible to the naked eye.
Ser Drystan (Sleipmon, pronounced DRIS tan): Noble and cultured, Drystan is a warrior who fights to preserve the joys of peacetime. Like his wife Iseult, he delights in the arts, enjoying all aspects of music, painting, theatre and more. His patronage has seen many a promising musician, artist and actor catapulted to fame, particularly in his home of Lyonesse, and he himself practises all such disciplines. But he does not shirk the battlefield, for when it is necessary to fight, Drystan is a match for even the likes of Lancelot. At court he is whimsical and encouraging, often offering deadpan critique and warm laughter to the atmosphere, while on the battlefield his arrows mow down the enemies of peace without relent. The shard of Caledfwlch given to Drystan transformed his Muspellheimr crossbow into a great longbow that the Sleipmon dubbed Failnaught, for its arrows of light never miss their mark.
Ser Lucan (Duftmon): A keen strategist and a dedicated knight, Ser Lucan was one of the first to join Artorigus after receiving a vision of himself kneeling before the future king. This led him to become one of the first of the Royal Knights, helping to craft some of Artorigus's greatest victories in his time. While some dismiss him as the king's 'butler', Lucan's strategic mind serves to organise the logistics of Albion in more than war, helping to craft castles, cities and all manner of efforts to help the nation advance. As such, Lucan is not one for public appearances, throwing himself wholeheartedly into his work as both a Royal Knight and as a civic genius. The shard of Caledfwlch given to Lucan took the form of an elegant buckler which can project a shield of light, allowing Lucan to defend himself from projectiles and melee while maintaining his agility.
Ser Bedwyr (Examon, pronounced BED oo-eer): The marshal of Albion's armies in times of crisis, Bedwyr came to join Artorigus alongside Ser Lucan at the dawn of the revolt against Olympus, a war in which he lost his right hand. A skilled leader of men, it is often said that Lucan crafts the plans of attack, while Bedwyr provides the will to see them through. His booming voice commands the loyalty of many knights and soldiers, roaring the words that send them into a righteous fury. Loyal to the dream of what Artorigus would create, Bedwyr sees in his king the potential for a brilliant world, like a dream made reality. As such, he is ever watchful for those who would despoil that dream, rooting out the lingering remnants of Olympus's loyalists with watchful eyes. The shard of Caledfwlch given to Bedwyr takes the shape of a replacement for his lost hand in the form of mighty Digizoid talons crafted of the same white Digizoid that composes Caledfwlch itself.
Ser Palamedes (Gankoomon): Originally from the far east, Palamedes came to Albion upon hearing rumors of a rebellion against Olympus. When he met Artorigus, intrigued by the young lord, he swore allegiance and came to serve as a Royal Knight. His unorthodox fighting style saw him win much glory in battle, while his lighthearted and quirky personality won the admiration of Albion's people. Ill-content sat on a throne, Palamedes retains his wanderer's spirit, often taking to the roads to work beside the common folk and see their grievances first hand. This humility led him to take Ser Peredur under his wing and train the last of the Royal Knights personally, forging a strong bond with the Jesmon which still endures despite Peredur taking his place at the round table. Though Palamedes has considered taking his leave of Albion, he remains intrigued to see what Artorigus will make of the world, and he feels duty-bound to see the dream of Camelot through to the end. The shard of Caledfwlch given to Palamedes takes the shape of a silvery white staff in his hands, at first a simple-seeming weapon, but the Gankoomon wields it with speed and power that makes apparent his mastery.
Ser Peredur (Jesmon, pronounced peh RAY deer): The thirteenth Royal Knight, Peredur's childhood was spent isolated. His father had perished in a battle between rival provinces and in her grief, Peredur's mother raised him in seclusion within the forests of Astolat so her son would never become a knight and meet the same fate. But the boy's curiosity was indomitable, and as the war with Olympus raged, it disturbed their tranquil existence. A wounded knight encountered Peredur by chance within the forest, captivating the SaviorHackmon even with that smallest of meetings. His wish to learn more led him out of the forest and towards Camelot, where he learned the ways of the knight and the manners of the kingdom. As he was taken under the wing of knight after knight, it became apparent that knighthood was simply in his blood, until finally word of the prodigal squire came to Camelot and he was entrusted to Ser Palamedes. It was Palamedes who made Peredur into a Royal Knight through hard work and dedication, and Peredur still feels much gratitude and kinship with his teacher. His humble beginnings gave Peredur a different perspective of the world, leading him to race to help even the smallest of Digimon in their times of need, and his idealism still burns brightly. The Jesmon genuinely believes that Artorigus and his Royal Knights will transform the world into a paradise through their efforts, and he strives endlessly to see that dream realised. Besides his mentor, Peredur is closest to Ser Galahad, for the two share a heightened insight into the mysteries of the world that others lack and which they bonded over during their first meeting. The shard of Caledfwlch entrusted to Peredur granted him a fourth guardian spirit, Artagnan, further enhancing his already formidable offensive and defensive prowess.
Beyond Albion:
Important though Albion is in the reign of Artorigus, many nations lie beyond its borders. Travellers and emissaries come from many to the court of Artorigus, asking for trade deals, the aid of his forces, counsel in the ways of kingship, and all many of other things. Eight such nations are some of the oldest in existence, having originally sprung up around Yggdrasil's eight saplings, great trees that each embody a Field of Digimon and brought that kind of Digimon into existence. Among these nations, some of the largest are as follows:
The Vespuccian Technocracy: To the west of Albion, across a mighty ocean, lies the Technocracy, one of the kingdoms that sprung up around Yggdrasil's saplings. In the Technocracy's case, the sapling was most unusual, for it grew of metal and filament, and the Digimon which came to be around it were also imbued with metal, creating the Metal Empire Field. This came to shape the nation as it grew, making it a place of cold Digizoid. In modern times, the Technocracy is a reflection of cyberpunk aesthetics, dark skyscrapers lit by neon, the skies near-constantly shrouded with rain clouds, and cities sprawling across the landmass. Despite their great technological advancement, such that the Technocracy was never brought under the Olympians' thumb, it remains largely aloof from the rest of Idyll, preferring to keep its own affairs to itself and not interfere with the world past its borders. As the name suggests, the Technocracy is governed by a council of political, civilian, military and economic experts, all sharing their knowledge for the good of their society, though some say that the corporate bodies who organise and control their manufacturing sectors have more influence than is healthy.
Amazonia: South of the Technocracy, the jungle rises unchecked. It swallows all, mountains, rivers, all dominated by unending forest. Beneath the canopy, plants and insects grow in the sweltering heat, nurtured by a rainforest that grew from Yggdrasil's greatest sapling to swallow an entire continent in its grip. The nation of Amazonia is testament to this, composed of those descended from the Jungle Troopers Field. Monstrous insects roam the forest, devouring all they regard as prey, while valiant plants fight back against them and compose the druids and dryads of the Amazon. At the border between the Technocracy and Amazonia, their worlds collide, with a cybernetically-enhanced hive prowling the territory.
Italia: Formerly ruled by the Olympians, Italia was devastated by Artorigus's uprising, such that in the three decades since it has only barely recovered. A land of culture and elegance, much of Italia is untouched by cities, left wild in respect to the Olympians in times past, but now because the nation's people have suffered a break in their spirit. While Jupiter and his kin were cruel rulers, their sheer power and the pedestal on which they elevated Italia were a source of national pride, and with them gone the people are uncertain of their place in the world, unaided by the scorn of those nations who suffered greatly at Olympus's hands. For thirty years, they have tried to rebuild and find themselves again, a task that proves challenging for many.
Sylvania: Foremost of the mainland kingdoms on the continent closest to Albion, Sylvania grew around a dark sapling of Yggdrasil in the continent's east, from which came shadowy and sinister Digimon of the Nightmare Soldiers Field, and in time a cold and gothic kingdom. For centuries Sylvania was ruled by the Olympians from afar and made into a bastion against Norse raids. Its ruling family, the line of Dracul, were known as bloodthirsty but effective rulers who performed their task of defending the land from the Norsemen well. However, when Artorigus rebelled, the Sylvania garrisons were slowly bled dry as troops were called to the war with Albion, and the Dracul were left stretched thin against Norse raiders seizing this advantage, until finally demons from a subordinate family stabbed their rulers in the back and seized control. Now Sylvania is lost, the stomping ground of those very demons, with the Dracul line either executed or banished from their kingdom.
Draconia: West of the Technocracy, a great chain of volcanoes rings the ocean that separates it from Takamagahara, and the continent to the south and its islands harvests a bounty of fire and fury from them. This is Draconia, a land where Yggdrasil's sapling is burnt yet still grows proud, reflecting the Dragon's Roar Field that sprung from it. Fierce and mighty, the dragons have only been conquered but once in their history, when Jupiter's lightning shattered their scales and cast them to the earth. With Olympus gone, Draconia is again free, and its rulers regard Jupiter's slayer as their brother in spirit if not blood. As such, though it is far from Albion, many natives of Draconia go to serve under Artorigus or just to be trained by his knights, especially the likes of Ser Bedwyr, Ser Cei and Ser Medrawd. Due to the proud and haughty nature of dragons, there are many princes among their number who struggle for supremacy, with the current foremost being Tyrion Sunfang, a renowned and mighty Slayerdramon.
Israel: Nestled in the desert, Israel is the nation of angels, founded around a sacred white sapling from which the first of their kind was born, the embodiment of the Virus Busters Field. Its primary settlement is the city of Jerusalem, a citadel of worship from which the angels spread their faith across the planet, while smaller settlements cater to Digimon who come to this land to be close to Yggdrasil's centre of authority in the world. Though many angels serve Artorigus directly in Albion, the majority of their number operate from Israel in some fashion. Israel is ruled by Yggdrasil in a sense, for the council of archangels who most directly lead it from Jerusalem merely operate according to Yggdrasil's wishes.
Takamagahara: North of Draconia and offshore of its continent, Takamagahara is a land of cherry blossoms and honor. Spirituality and tradition reign strong on the island, but ambition too has had its days, with rival daimyos struggling for supremacy. Though a minor nation compared to those around it, Takagamahara's size has seen it breed an enduring determination in its people to compensate, with its samurai every bit the equal of Albion's knights on the battlefield. The goods the nation trades bring much wealth to its coffers, used by the emperor to ensure the loyalty of feuding daimyos where they might consider overthrowing him. The current emperor is Ogimachi.
Cathay: The greatest kingdom of the east, Cathay is a monolithic realm, ruled by a mighty emperor who is believed to be blessed by Yggdrasil. Its armies are vast and fearsome, its territory ringed by a great bastion that only the Olympians have successfully breached, and even then only after a decade of siege. At the centre of Cathay's capital is a revered tree, the Yggdrasil sapling which gave life to the Wind Guardians Field of Digimon. Though the paths may be long and treacherous, Digimon come to Cathay from across Idyll to trade for valuable commodities in its markets and to seek enlightenment in its temples.
Kanem-Bornu: To the south of Italia is a continent of grassland and canyons which nature runs free. The grasslands are home to the mightiest of beasts and dinosaurs, predator and prey living out their lives in a complex harmony. But there is one place where the law of kill or be killed does not apply: a massive tree deep within the grasslands, visible for miles all around. This is where the first of their kind came into being, the Nature Spirits Field of Digimon who reject the trappings of cities and walls. Despite this, the Digimon of the grasslands of Kanem-Bornu do not seek war with the rest of the world, for in their eyes all are equal under the eyes of Yggdrasil and to kill for a reason other than survival is foolish and misguided. Some of their number tire of their existence and choose to seek out a new life in the rest of Idyll, and many have travelled to Albion after hearing tales of the great king and his Royal Knights.
Atlantis: The oceans of Idyll teem with life, as full of Digimon as the landmasses, and in the depths of the ocean that separates Albion from the Technocracy is their greatest city-state. Atlantis, a miraculous city built on the seabed, once ruled by Neptune of the Olympos XII, now by the people of the city in a great democracy. Trade with the surface brings treasures up to the land above and valuable supplies to the city far below, and in the age of Artorigus, Atlantis is firmly sided with the king who released them from Neptune's terrible grip. They were all slaves under the Neptunemon's grip, held captive by his foreboding Abyss Sanctuary, and once freed their passion led them to eschew notions of rulers entirely. The greatest treasure of Atlantis is a seaweed-like sapling at its heart, the Yggdrasil sapling from which grew the Deep Savers Field.
Amazonia: South of the Technocracy, the jungle rises unchecked. It swallows all, mountains, rivers, all dominated by unending forest. Beneath the canopy, plants and insects grow in the sweltering heat, nurtured by a rainforest that grew from Yggdrasil's greatest sapling to swallow an entire continent in its grip. The nation of Amazonia is testament to this, composed of those descended from the Jungle Troopers Field. Monstrous insects roam the forest, devouring all they regard as prey, while valiant plants fight back against them and compose the druids and dryads of the Amazon. At the border between the Technocracy and Amazonia, their worlds collide, with a cybernetically-enhanced hive prowling the territory.
Italia: Formerly ruled by the Olympians, Italia was devastated by Artorigus's uprising, such that in the three decades since it has only barely recovered. A land of culture and elegance, much of Italia is untouched by cities, left wild in respect to the Olympians in times past, but now because the nation's people have suffered a break in their spirit. While Jupiter and his kin were cruel rulers, their sheer power and the pedestal on which they elevated Italia were a source of national pride, and with them gone the people are uncertain of their place in the world, unaided by the scorn of those nations who suffered greatly at Olympus's hands. For thirty years, they have tried to rebuild and find themselves again, a task that proves challenging for many.
Sylvania: Foremost of the mainland kingdoms on the continent closest to Albion, Sylvania grew around a dark sapling of Yggdrasil in the continent's east, from which came shadowy and sinister Digimon of the Nightmare Soldiers Field, and in time a cold and gothic kingdom. For centuries Sylvania was ruled by the Olympians from afar and made into a bastion against Norse raids. Its ruling family, the line of Dracul, were known as bloodthirsty but effective rulers who performed their task of defending the land from the Norsemen well. However, when Artorigus rebelled, the Sylvania garrisons were slowly bled dry as troops were called to the war with Albion, and the Dracul were left stretched thin against Norse raiders seizing this advantage, until finally demons from a subordinate family stabbed their rulers in the back and seized control. Now Sylvania is lost, the stomping ground of those very demons, with the Dracul line either executed or banished from their kingdom.
Draconia: West of the Technocracy, a great chain of volcanoes rings the ocean that separates it from Takamagahara, and the continent to the south and its islands harvests a bounty of fire and fury from them. This is Draconia, a land where Yggdrasil's sapling is burnt yet still grows proud, reflecting the Dragon's Roar Field that sprung from it. Fierce and mighty, the dragons have only been conquered but once in their history, when Jupiter's lightning shattered their scales and cast them to the earth. With Olympus gone, Draconia is again free, and its rulers regard Jupiter's slayer as their brother in spirit if not blood. As such, though it is far from Albion, many natives of Draconia go to serve under Artorigus or just to be trained by his knights, especially the likes of Ser Bedwyr, Ser Cei and Ser Medrawd. Due to the proud and haughty nature of dragons, there are many princes among their number who struggle for supremacy, with the current foremost being Tyrion Sunfang, a renowned and mighty Slayerdramon.
Israel: Nestled in the desert, Israel is the nation of angels, founded around a sacred white sapling from which the first of their kind was born, the embodiment of the Virus Busters Field. Its primary settlement is the city of Jerusalem, a citadel of worship from which the angels spread their faith across the planet, while smaller settlements cater to Digimon who come to this land to be close to Yggdrasil's centre of authority in the world. Though many angels serve Artorigus directly in Albion, the majority of their number operate from Israel in some fashion. Israel is ruled by Yggdrasil in a sense, for the council of archangels who most directly lead it from Jerusalem merely operate according to Yggdrasil's wishes.
Takamagahara: North of Draconia and offshore of its continent, Takamagahara is a land of cherry blossoms and honor. Spirituality and tradition reign strong on the island, but ambition too has had its days, with rival daimyos struggling for supremacy. Though a minor nation compared to those around it, Takagamahara's size has seen it breed an enduring determination in its people to compensate, with its samurai every bit the equal of Albion's knights on the battlefield. The goods the nation trades bring much wealth to its coffers, used by the emperor to ensure the loyalty of feuding daimyos where they might consider overthrowing him. The current emperor is Ogimachi.
Cathay: The greatest kingdom of the east, Cathay is a monolithic realm, ruled by a mighty emperor who is believed to be blessed by Yggdrasil. Its armies are vast and fearsome, its territory ringed by a great bastion that only the Olympians have successfully breached, and even then only after a decade of siege. At the centre of Cathay's capital is a revered tree, the Yggdrasil sapling which gave life to the Wind Guardians Field of Digimon. Though the paths may be long and treacherous, Digimon come to Cathay from across Idyll to trade for valuable commodities in its markets and to seek enlightenment in its temples.
Kanem-Bornu: To the south of Italia is a continent of grassland and canyons which nature runs free. The grasslands are home to the mightiest of beasts and dinosaurs, predator and prey living out their lives in a complex harmony. But there is one place where the law of kill or be killed does not apply: a massive tree deep within the grasslands, visible for miles all around. This is where the first of their kind came into being, the Nature Spirits Field of Digimon who reject the trappings of cities and walls. Despite this, the Digimon of the grasslands of Kanem-Bornu do not seek war with the rest of the world, for in their eyes all are equal under the eyes of Yggdrasil and to kill for a reason other than survival is foolish and misguided. Some of their number tire of their existence and choose to seek out a new life in the rest of Idyll, and many have travelled to Albion after hearing tales of the great king and his Royal Knights.
Atlantis: The oceans of Idyll teem with life, as full of Digimon as the landmasses, and in the depths of the ocean that separates Albion from the Technocracy is their greatest city-state. Atlantis, a miraculous city built on the seabed, once ruled by Neptune of the Olympos XII, now by the people of the city in a great democracy. Trade with the surface brings treasures up to the land above and valuable supplies to the city far below, and in the age of Artorigus, Atlantis is firmly sided with the king who released them from Neptune's terrible grip. They were all slaves under the Neptunemon's grip, held captive by his foreboding Abyss Sanctuary, and once freed their passion led them to eschew notions of rulers entirely. The greatest treasure of Atlantis is a seaweed-like sapling at its heart, the Yggdrasil sapling from which grew the Deep Savers Field.
Norsemen and the Spirits:
Raised in a savage cold land, the Norsemen eschew the trappings of great kingdoms and empires, instead holding to their traditions in their harsh dominion. Occupying the icy north, they are a perpetual thorn in the side of the nations to the south, raiding and pillaging in order to win resources and glory. In the time of legends, their ancestors fought beside the Great Ten against a calamity that might have snuffed out Idyll in its infancy, breeding a proud warrior spirit in those born in the Norselands. Despite this, the tribes of the Norse war among themselves sparingly, preferring to test their mettle against the 'decadent' peoples to the south who they view as ungrateful for the sacrifices made by the Great Ten long ago.
The shattered remnants of the Great Ten, the elemental Spirits are powerful artifacts that were bequeathed to the Norsemen. Over the centuries, however, they have been scattered across Idyll, either lost in battle by the Norse champions who bore them or stolen in raids to be sequestered in the treasuries of kings and emperors. But the Spirits are no mere trinkets: a worthy wielder can use their power to take forms imbued with the might of the Ancients, though none but the Norse truly remember the tales of these great heroes.
Each of the ten Ancients left behind two Spirits upon death, a Human Spirit that contained the greater part of their intellect and knowledge, and a Beast Spirit containing the greater part of their instinct and power. Those who bear a Spirit and are able to wield its power share their mind with the lingering consciousness of the original Ancient, gaining knowledge of a time eons ago when the Ten still walked the world, but they must struggle not to be overwhelmed by such a mighty consciousness.
The Spirits are as follows:
Fire: The Spirits created by Odin Allfather upon death.
Light: The Spirits created by Baldr Odinson upon death.
Thunder: The Spirits created by Thor Odinson upon death.
Wind: The Spirits created by Freyja Valfreyja upon death.
Ice: The Spirits created by Skadi Kaldr upon death.
Darkness: The Spirits created by Heimdall Vindler upon death.
Water: The Spirits created by Frigga Fjorgynnsdottir upon death.
Metal: The Spirits created by Loki Farbautison upon death. The Spirits of Metal were lost long ago and no living soul can recall knowing of their location.
Wood: The Spirits created by Freyr Njordson upon death.
Earth: The Spirits created by Tyr Valtyr upon death.
Angels:
Yggdrasil's chosen children, the angel Digimon are closest to the deity of any Digimon on Idyll's surface. Though they maintain much of their presence in their holy city of Jerusalem, built around one of Yggdrasil's great saplings, their reach can be felt across the globe, with a significant force maintaining garrison at Camelot. The angels once served the Olympians, enforcing their tyrannical rule without question, but at the height of Artorigus's rebellion they joined his cause to a man. None but they and Artorigus can truly say what caused their change of heart, but now they serve the dragon king as faithfully as they once served Olympus.
In truth, the angels were engineered to be Yggdrasil's chosen servants and physical avatars through which it could exert control over Idyll. As such, at any moment an angel might be controlled by Yggdrasil, made to do its bidding without any possibility of disobedience. Though Yggdrasil does not control the angels at all times, for that would be a wasteful use of its power, it has the ability to do so should it be necessary. It controls how the angels act, how they breed, how many children are born to them, and it uses them to support the rulers of the world it considers to be worthy. From birth, angels hear Yggdrasil's voice in their head, a voice that sounds like the chiming of crystals.
Digivolution:
As is standard for these RPGs, Digivolution is generally a temporary transformation, allowing characters to achieve a temporary height of strength. However, retaining this enhanced form for extended periods is exhausting and will leave characters drained, likewise, characters who take a lot of damage in battle may well revert to a lower form to conserve their energy. As usual, Mode Changes (Gallantmon Crimson Mode, Beelzemon Blast Mode etc) are treated as regular Digivolution.
DNA Digivolution, involving two Digimon merging together into a single powerful entity, will result in a Digimon stronger than most others by nature.
Digimon who possess and successfully commune with the Spirits of the Ancients may use them to take on the hybrid forms descended from that Ancient's elemental power, though they may only achieve the highest of these forms by having both the Human and Beast Spirits of that Ancient. One who becomes so close to the Spirits that their minds are one with the consciousness of the being within can achieve Ancient Evolution, becoming a reborn avatar of the original Ancient in all their former glory. EmperorGreymon, MagnaGarurumon and Susanoomon, the forms held by ancestors of the ten, may be channelled temporarily by an experienced wielder of the Spirits but in diminished and temporary forms, requiring the use of all of the Spirits that originally composed them to be maintained and regain their full strength.
Sign-Up Form:
Name: (Your character's name)
Species: (What Digimon species is your character's main form? For the purposes of this RP, generally main forms should be Ultimate or Champion-level, but Megas are allowed)
Age: (How old is your character? Some Digimon may live naturally longer than others, but on Idyll, lifespans are generally equivalent to that of a modern human for most)
Gender: (Is your character male, female or neither?)
Appearance: (Does your character have any features that distinguish them from a regular Digimon of their type?)
Personality: (How does your character behave? How are they as a person? What do they like and dislike?)
History: (How did your character become who they are today? Where are they from, and how/why did they come to Albion?)
Higher Form(s): (What forms can your character evolve into? Wikimon has lists of 'canon' higher forms for all Digimon that can be useful for this purpose)
Lower Form(s): (What forms did your character have before their current form? Characters may regress to a lower form upon taking heavy damage in combat.)
Other: (Is there anything you think I should know that doesn't fit into the other sections?)
The following Digimon species are off-limits as player characters:
Any Dex/Death-X Digimon
Apocalymon
Milleniummon (all variants)
Megidramon
Grandracmon
Bagramon
Chaosmon (all variants)
Lucemon (all variants)
Chronomon and other video-game exclusive Digimon
Azulongmon, Zhuqiaomon, Baihumon, Ebonwumon, Fanglongmon
All Appmon
Chaos-prefix Digimon (ChaosGallantmon, ChaosGreymon etc) are not off-limits but are plot-relevant, so if you wish to play one then you will need to PM me so we can discuss how to work your character into that plot.
While the individual species of the Seven Great Demon Lords, besides Lucemon, are available as playable characters, the Seven Great Demon Lords themselves do not currently exist in Idyll.
Rules:
1: No god-modding or bunnying.
2: No killing another character's characters without permission, whether they're a PC or NPC.
3: All posts must be written with good grammar and put through a spellchecker.
4: Please try to post at least once a week, but I do understand that things come up in life.
5: This RPG is rated PG-13 for violence and some language. If it wouldn't fly in a PG-13 movie, don't do it.
6: Have fun!
Accepted Characters:
Shamsiel (Meicrackmon) storymasterb
Yamato Takeshi (Cyberdramon) storymasterb
Dakkon Redblade (SaviorHackmon) Kamotz
Gideon Ddraig (MetalGreymon) Kamotz
Sorin Tolovar (Cerberumon X) Kamotz
Traft Ostegard (Aegiochusmon) Kamotz
Ragnar Ulrich (WereGarurumon) Kamotz
Reynard Pentagast (Matadormon) Kamotz
Katarina Akerman (Duramon) TheSequelReturns
Magnus Strand (RaijiLudomon) TheSequelReturns
Yuel Nyctus (Phantomon) TheSequelReturns
Caius Osmund (Knightmon) TheSequelReturns
Colossus Rhodes (Bulbmon) TheSequelReturns
Tsukiko Hisakawa (Airdramon) TheSequelReturns
Averitt Drayce (ChaosGallantmon) Solsabre
Caldera Rayzu (Wingdramon) Solsabre
Coralia "Cora" Ceto (Scorpiomon) Griff4815
Reservations:
Wingdramon (Solsabre)
Name: Shamsiel
Species: Meicrackmon
Age: 36
Gender: Female
Appearance: Shamsiel is mostly a regular Meicrackmon, except for a red birthmark on her cheek in the shape of a talon.
Personality: Shamsiel walks with the look of one used to being scorned and looked down upon. Her head is always bowed, her gaze lowered and her tail resolutely lowered. She speaks softly and meekly, ever reserved and polite. Beneath her downtrodden facade is a warm, kind heart, and she genuinely cares for those around her and wishes to protect them, such that she reaches out to help even those who have heaped their scorn on her since the day she was born. But that kindness struggles with the bitterness of such a life, leaving Shamsiel torn between her sense of duty to others and the ever-growing desire to reject a world that views her as a mistake at best, an abomination at worst.
Never understanding exactly why she was cast out of Jerusalem and treated so her whole life, she nonetheless soldiers on in the hopes of earning approval from others through sheer devotion and hard work. She deeply admires Artorigus and his knights, seeing them as beacons of light in the world due to them valiantly defending the abbey in which she was raised during the war even at great cost to their forces. Beyond her duties to the abbey, Shamsiel delights in music, which she has a great talent for, playing a lyre given to her by a musician from Lyonesse.
History: Born in the first half of the war between Artorigus and Olympus, Shamsiel was the daughter of an angel in Jerusalem. However, at birth, she was immediately cast out, taken from the city of angels far away to a distant abbey in the region of Astolat within Albion. When she was old enough to begin asking the questions of parents and birth, she was told coldly that she was a mistake, not meant to be, and that Yggdrasil in its infinite mercy had nonetheless spared her. Such coldness left the girl feeling she had somehow done wrong that she had to repent for, driving her to do her duties about the abbey with uncommon zeal.
In the war's closing years, Olympian forces led personally by Mars assaulted Albion, terrorizing the populace in a fit of rage at being defied so long, and their advance threatened the abbey. However, as the god of war drew close, Artorigus personally descended to the fray with several of his Knights at his side. The king and his men fought valiantly, Shamsiel watching with baited breath from the abbey's tower at a clash of gods. Though many brave knights perished before the fury Mars unleashed, the Olympian was driven away, and Shamsiel never forgot their heroism. Surely, she thought, such bravery showed the inherent good within all Digicores, a sentiment she clang to even despite the scorn she still suffered from the others in the abbey.
Shamsiel never left the abbey even as she grew into adulthood, for it was all she knew and she still wished to give what she could to her home. She offered that devotion for decades, cooking, cleaning and praying even as the other residents continued to view her as an aberration. Occasionally she would go with the monks when they made their way to Camelot to seek supplies, taking in the beauty of Albion's forests and the glory of the capital with wide eyes each time. It is one such trip that now brings her to Camelot.
Higher Form(s): Rasielmon
Lower Form(s): Salamon, Meicoomon
Other: Unlike other angels, Shamsiel cannot hear the voice of Yggdrasil in her head and has never been controlled by the deity. However, she is unaware that this is unusual.
Species: Meicrackmon
Age: 36
Gender: Female
Appearance: Shamsiel is mostly a regular Meicrackmon, except for a red birthmark on her cheek in the shape of a talon.
Personality: Shamsiel walks with the look of one used to being scorned and looked down upon. Her head is always bowed, her gaze lowered and her tail resolutely lowered. She speaks softly and meekly, ever reserved and polite. Beneath her downtrodden facade is a warm, kind heart, and she genuinely cares for those around her and wishes to protect them, such that she reaches out to help even those who have heaped their scorn on her since the day she was born. But that kindness struggles with the bitterness of such a life, leaving Shamsiel torn between her sense of duty to others and the ever-growing desire to reject a world that views her as a mistake at best, an abomination at worst.
Never understanding exactly why she was cast out of Jerusalem and treated so her whole life, she nonetheless soldiers on in the hopes of earning approval from others through sheer devotion and hard work. She deeply admires Artorigus and his knights, seeing them as beacons of light in the world due to them valiantly defending the abbey in which she was raised during the war even at great cost to their forces. Beyond her duties to the abbey, Shamsiel delights in music, which she has a great talent for, playing a lyre given to her by a musician from Lyonesse.
History: Born in the first half of the war between Artorigus and Olympus, Shamsiel was the daughter of an angel in Jerusalem. However, at birth, she was immediately cast out, taken from the city of angels far away to a distant abbey in the region of Astolat within Albion. When she was old enough to begin asking the questions of parents and birth, she was told coldly that she was a mistake, not meant to be, and that Yggdrasil in its infinite mercy had nonetheless spared her. Such coldness left the girl feeling she had somehow done wrong that she had to repent for, driving her to do her duties about the abbey with uncommon zeal.
In the war's closing years, Olympian forces led personally by Mars assaulted Albion, terrorizing the populace in a fit of rage at being defied so long, and their advance threatened the abbey. However, as the god of war drew close, Artorigus personally descended to the fray with several of his Knights at his side. The king and his men fought valiantly, Shamsiel watching with baited breath from the abbey's tower at a clash of gods. Though many brave knights perished before the fury Mars unleashed, the Olympian was driven away, and Shamsiel never forgot their heroism. Surely, she thought, such bravery showed the inherent good within all Digicores, a sentiment she clang to even despite the scorn she still suffered from the others in the abbey.
Shamsiel never left the abbey even as she grew into adulthood, for it was all she knew and she still wished to give what she could to her home. She offered that devotion for decades, cooking, cleaning and praying even as the other residents continued to view her as an aberration. Occasionally she would go with the monks when they made their way to Camelot to seek supplies, taking in the beauty of Albion's forests and the glory of the capital with wide eyes each time. It is one such trip that now brings her to Camelot.
Higher Form(s): Rasielmon
Lower Form(s): Salamon, Meicoomon
Other: Unlike other angels, Shamsiel cannot hear the voice of Yggdrasil in her head and has never been controlled by the deity. However, she is unaware that this is unusual.
Name: Yamato Takeshi
Species: Cyberdramon
Age: 33
Gender: Male
Appearance: Yamato has a red scarf tied around his neck that he always wears, but is otherwise a normal Cyberdramon. The scarf is retained in his Justimon form, giving him a total of two.
Personality: Perpetually cheerful and affable, Yamato is the sort of man it's very easy to like. He speaks in a soothing voice at odds with a Cyberdramon's vicious appearance and exudes a quiet confidence in himself and his abilities. One always gets the impression of a wide smile beneath his visor as a result of this light-hearted nature. Occasionally his demeanour slips and betrays a darker past, but that past is never allowed to dominate his nature, only to inform his compassion for the downtrodden and determination to protect others. Very much the hero of justice embodied, Yamato's stated reason for fighting is 'for love and peace', and he has many energetic and goofy-sounding catchphrases to deliver while he fights.
If Yamato has a darker side, it is that he still feels the longing for battle of a Cyberdramon deep down. In a world at peace, he feels somewhat out of place, travelling the world in search of adventure and expressing a wish to have been born sooner so he could have participated in Artorigus's revolt. He is ultimately a weapon and without evildoers to fight, he isn't sure of his place in the world.
History: Originally born in Takamagahara, Yamato was raised among the cherry blossoms of his homeland as the son of an official alongside his younger brother Takeru. He was born three years before Artorigus's victory and did not hear of the distant conflict until it was over, for although the war shook the world, its impact was mostly upon Albion and Rome and the regions immediately near. Once he was old enough to understand, however, he wished to have taken part. To fight to topple a tyrant in the way Artorigus had was a dream Yamato never relinquished, for the idea captivated him. While his family wished him to study and follow in his father's footsteps, as was the traditional way, Yamato had little time for tradition and wished to train in combat to be a hero, supported by his exceedingly wise and wry grandmother.
When Yamato grew into manhood at eighteen as a Strikedramon, Takeru heard tell of a group named The Foundation working in Takamagahara, conducting some sort of experiments according to rumor. Curious and suspicious, Yamato attempted to investigate, only to be captured. The Foundation's so-called Great Leader was impressed by Yamato's boldness and informed him that his reward for it would be to be among the first to be 'enhanced' by the group, who sought to create powerful soldiers enhanced by cybernetics developed in the Technocracy to the east. Restrained, Yamato was experimented upon, his body further augmented with cybernetics and his mind bombarded with indoctrination programming. However, while his body took to the enhancements, his mind could not be broken. Evolving into Cyberdramon for the first time, he lashed out at his captors, defeating them and escaping the facility. Horrified by what he had become, he almost broke there and then, unsure how to reconcile himself with his transformation into a living weapon. It was only the fateful intervention of a passing monk named Ruriko that saved him, for the Sanzomon brought the wounded Yamato into her home and patched up his injuries. Through her spiritual guidance over some time, Yamato overcame his self-doubt and accepted his new power, reasoning that even if the cybernetics were evil in origin, he could use them as a tool for good.
In a rage, the Great Leader sent the Foundation's successful super soldiers after Yamato in repeated attempts to recapture him, but each time the hero was victorious. Again and again he slew the monstrosities that threatened him until at last he tracked the group to their new headquarters, fought and slew the Great Leader in a fearsome final battle, and destroyed the Foundation. From its ruins he rescued Tachibana, a Datamon scientist from the Technocracy who had been imprisoned and forced to put his scientific expertise at their disposal, and in gratitude the Datamon swore to aid Yamato in his pursuit of justice. Saying his thanks and farewells to Ruriko who had given him hope and resolve, as well as to his family,Yamato departed to realise his ambition.
Their travels across the world saw Yamato permanently evolve to Cyberdramon. In the Technocracy he found the Foundation's twisted suppliers and put their business to an end with his bare claws. In the great cities, he stalked the night, hunting down criminals and bringing them to justice. But soon he tired of preying upon common thieves and began to travel, doing good deeds as he went. This wandering with Tachibana in tow eventually led him to the shores of Albion, for he wished to look upon the man whose exploits had inspired his crusade to begin with.
Higher Form(s): Justimon
Lower Form(s): Monodramon, Strikedramon
Other: Yamato's cybernetic enhancements grant him increased strength and speed compared to a regular Cyberdramon, to the extent that he can compete with Mega Level Digimon to a limited extent.
Species: Cyberdramon
Age: 33
Gender: Male
Appearance: Yamato has a red scarf tied around his neck that he always wears, but is otherwise a normal Cyberdramon. The scarf is retained in his Justimon form, giving him a total of two.
Personality: Perpetually cheerful and affable, Yamato is the sort of man it's very easy to like. He speaks in a soothing voice at odds with a Cyberdramon's vicious appearance and exudes a quiet confidence in himself and his abilities. One always gets the impression of a wide smile beneath his visor as a result of this light-hearted nature. Occasionally his demeanour slips and betrays a darker past, but that past is never allowed to dominate his nature, only to inform his compassion for the downtrodden and determination to protect others. Very much the hero of justice embodied, Yamato's stated reason for fighting is 'for love and peace', and he has many energetic and goofy-sounding catchphrases to deliver while he fights.
If Yamato has a darker side, it is that he still feels the longing for battle of a Cyberdramon deep down. In a world at peace, he feels somewhat out of place, travelling the world in search of adventure and expressing a wish to have been born sooner so he could have participated in Artorigus's revolt. He is ultimately a weapon and without evildoers to fight, he isn't sure of his place in the world.
History: Originally born in Takamagahara, Yamato was raised among the cherry blossoms of his homeland as the son of an official alongside his younger brother Takeru. He was born three years before Artorigus's victory and did not hear of the distant conflict until it was over, for although the war shook the world, its impact was mostly upon Albion and Rome and the regions immediately near. Once he was old enough to understand, however, he wished to have taken part. To fight to topple a tyrant in the way Artorigus had was a dream Yamato never relinquished, for the idea captivated him. While his family wished him to study and follow in his father's footsteps, as was the traditional way, Yamato had little time for tradition and wished to train in combat to be a hero, supported by his exceedingly wise and wry grandmother.
When Yamato grew into manhood at eighteen as a Strikedramon, Takeru heard tell of a group named The Foundation working in Takamagahara, conducting some sort of experiments according to rumor. Curious and suspicious, Yamato attempted to investigate, only to be captured. The Foundation's so-called Great Leader was impressed by Yamato's boldness and informed him that his reward for it would be to be among the first to be 'enhanced' by the group, who sought to create powerful soldiers enhanced by cybernetics developed in the Technocracy to the east. Restrained, Yamato was experimented upon, his body further augmented with cybernetics and his mind bombarded with indoctrination programming. However, while his body took to the enhancements, his mind could not be broken. Evolving into Cyberdramon for the first time, he lashed out at his captors, defeating them and escaping the facility. Horrified by what he had become, he almost broke there and then, unsure how to reconcile himself with his transformation into a living weapon. It was only the fateful intervention of a passing monk named Ruriko that saved him, for the Sanzomon brought the wounded Yamato into her home and patched up his injuries. Through her spiritual guidance over some time, Yamato overcame his self-doubt and accepted his new power, reasoning that even if the cybernetics were evil in origin, he could use them as a tool for good.
In a rage, the Great Leader sent the Foundation's successful super soldiers after Yamato in repeated attempts to recapture him, but each time the hero was victorious. Again and again he slew the monstrosities that threatened him until at last he tracked the group to their new headquarters, fought and slew the Great Leader in a fearsome final battle, and destroyed the Foundation. From its ruins he rescued Tachibana, a Datamon scientist from the Technocracy who had been imprisoned and forced to put his scientific expertise at their disposal, and in gratitude the Datamon swore to aid Yamato in his pursuit of justice. Saying his thanks and farewells to Ruriko who had given him hope and resolve, as well as to his family,Yamato departed to realise his ambition.
Their travels across the world saw Yamato permanently evolve to Cyberdramon. In the Technocracy he found the Foundation's twisted suppliers and put their business to an end with his bare claws. In the great cities, he stalked the night, hunting down criminals and bringing them to justice. But soon he tired of preying upon common thieves and began to travel, doing good deeds as he went. This wandering with Tachibana in tow eventually led him to the shores of Albion, for he wished to look upon the man whose exploits had inspired his crusade to begin with.
Higher Form(s): Justimon
Lower Form(s): Monodramon, Strikedramon
Other: Yamato's cybernetic enhancements grant him increased strength and speed compared to a regular Cyberdramon, to the extent that he can compete with Mega Level Digimon to a limited extent.
Last edited: