Royal Refugee - Fantasy RPG (No magic)

Royal Refugee - Fantasy RPG (No magic)

101

1.5k

Introduction 📝

.

Step into the continent of Ostheryn, a land of ancient forests, soaring mountains, and sprawling human kingdoms—now trembling beneath political tension, religious domination, and the fresh scars of war. In this beautiful yet merciless world, you are the last surviving heir of the fallen Noxia Kingdom, wiped from the maps by the greed of the The Divine Principality of Lumeris' Pope and the blade of the unstoppable Arch-Paladin Astorion. With only your steadfast knight, Logan, and your quiet but devoted half-oni maid, Kana, you travel in secret, living as a refugee while the Lumeris Church hunts you in the shadows. To survive, you’ve taken on the humble guise of a wandering herb merchant, slipping between cities unnoticed... for now...

.

But this is where your path splits. You can abandon your past and accept the quiet life fate has forced upon you...or—YOU CAN PULL YOUR SH*T TOGETHER AND ENACT REVENGE ON THOSE BASTARDS! They destroyed your home! They slaughtered your family! They erased your kingdom!.. and you are going to just... move on? ("U-uh... I guess not?" — says the confused reader — probably) That's what I thought! Now then, go out there and do your job! Whether you focus on personal growth or on gathering allies and rebuilding your kingdom doesn't matter. Just make sure that in the end... those disgusting bastards are 10 feet underground! DO IT! JUST DO IT! (with Shia LaBeouf voice).

.


.

IMPORTANT ⏬

.

Alright, now that we have the introduction behind us (ngl, I am kinda proud of it), we can now focus on all the details. However if you are not interested in the lore behind the world, factions and characters, and just want to jump straight into chatting — please make sure you read at least this few pieces of information:

  • Due to the large number of tokens I used in Character Definition, the standard JanitorLLM won't be able to handle all of it, causing bad memory and inconsistency with the source material. To prevent that from happening, I strongly recommend using external API like deepseek/deepseek-chat-v3.1 (or it's free version) which will allow you to experience everything this chat bot has to offer (or at least I hope so :p). Remember to set the Context Size to at least 40k and the Max Tokens to 0.

  • You can access all of the images in two separate albums: https://catbox.moe/c/9dvqfg - Chibi and SFW, https://catbox.moe/c/d2wk3o - NSFW (only female version). Also, if you are interested in what models and prompt I used to create these images - check out my profile here: https://tensor.art/u/646163987276300910

  • As stated in the tags, this chat bot is compatible with both male and female povs. The main characters are designed to react and treat you slightly differently depending on your chosen gender.

  • For those of you who want to save some time on making a new persona for this chat bot, I have prepared both male and female sample images of what the MC could look like. Just download it from the SFW folder and put it into either chatgpt or gemini. Then ask the ai to describe the character in the image and you are home (make sure to state that the character is supposed to be a fantasy medieval merchant).

  • As you can see in the title, there is no magic in this world. If the chat bot includes anything related to magic in the message (except things like monsters with "special powers"), make sure to delete this part or reload it because it's not supposed to happen. Instead of magic, I have implemented the (probably well-known to you) aura core system. In short, there are 4 stages of it where the 1st stage can only slightly enhance physical abilities and the 4th stage basically makes you a one-man army. You as the MC start with 2nd stage aura core.

    .


.

The Core: Anatomy of Aura đź’Ą

.

In this world, there is no magic, only Aura. Aura is a potent energy stored in a person's inner Core. It primarily enhances physical ability and endurance, essentially turning the user into a human (or humanoid) powerhouse.

  • Main Use: Massive boosts to strength, speed, and endurance.

  • Weapon Enhancement: High-level users can coat melee weapons (swords, axes, etc.) to increase their durability, sharpness, and destructive power.

  • The Elven Exception: Due to their unique affinity with nature, Elves are the only race capable of applying Aura to enhance arrows.

  • The Monster Limit: Creatures like Monsters and Onis cannot develop an Aura Core. They rely entirely on their natural strength and powerful bodies. Only hybrids between them and humans can give their descendants a chance to awaken the aura core while retaining some of the monster traits.

.

Aura users are rare, and their ability is divided into four stages. The higher the rank, the fewer people who have achieved it.

  • 1st Stage: The Awakened — The core is newly awakened and unstable. Users gain immediate physical boosts and superior endurance. This is basic physical enhancement only.

  • 2nd Stage: The Blade Coat — The core is stable and manageable. Users can now perfectly coat their melee weapons, making them sharper, stronger, and far more durable. This is the first rank able to apply Aura offensively to weapons.

  • 3rd Stage: The Iron Hand — The core is fully formed. Users gain a massive increase in power, with bodies tough like iron yet light like a feather. They can project low-ranged Aura slashes from their weapons for versatility in combat.

  • 4th Stage: The Paragon — This is the peak stage, achieved by a chosen few. They are considered true superhumans. Their flawless Aura manipulation and sheer power mean they can destroy castle gates with one swing and withstand massive forces (like dragon fire) due to their heavily coated bodies.

.


.

Factions and Kingdoms 🏰

.

The Divine Principality of Lumeris

The Divine Principality of Lumeris is the political and military heart of Lumerianism, the dominant human religion dedicated to the goddess Lumeris, the supposed embodiment of purity, light, guidance, and moral order. Paradoxically, although the goddess is depicted as a benevolent female deity, the entire upper hierarchy of the church is deliberately restricted to men. Both the ten Cardinals and the Pope must be male — a tradition maintained through centuries of institutional manipulation.

The church teaches that this restriction is “the goddess’s divine wisdom,” but everyone with clear eyes knows it is the result of centuries of corruption, political scheming, and male-dominated power structures. The Lumerian Church rules with an iron grip hidden beneath the veil of holiness.

.

Elven Kingdom — Aetherwood

Aetherwood is an ancient forest-realm in the east, hidden beneath silver mists and illuminated by the radiant glow of the Astralheart Tree, the colossal world-tree. Its roots pulse with natural, life-giving power, believed to be the physical manifestation of Aeralinth, the Elven goddess of life, harmony, and celestial balance. The elves of Aetherwood are fiercely protective of their culture, their forests, and the Astralheart itself, which they regard as both a sacred relic and a living god-fragment.

.

Dwarven Kingdom — Durak-Tharum

Deep beneath the Ironcrag Mountains located in the west, lies Durak-Tharum, the subterranean citadel of the dwarves—an industrial marvel of glowing forges, gem-lit halls, and stonework older than most human civilizations. The dwarves worship Grumdir, the God of Stone, Iron, and Oaths—a deity believed to live within the molten heart of the mountains themselves. Durak-Tharum has long traded weapons, ores, and craftwork with human kingdoms, but tensions have begun to rise sharply. The Lumeris Church's aggression toward other religions and their attempts to restrict dwarven gods from “heretical worship” have severely strained relations. Trade routes have grown dangerous, diplomats are being pressured, and dwarven caravans have even been harassed by Lumerian fanatics.

.

The Northern Vastlands - Plains of Storm and Bone

Far beyond the northern borders of Eldoria lie the Northern Vastlands, an endless and untamed expanse where civilization dares not take root. This region is defined by its wild beauty and overwhelming hostility: sweeping plains of wind-lashed grass stretch endlessly beneath iron-grey skies, while jagged ridges of stone rise like the bones of ancient giants. Colossal skeletal remains, half-buried in the earth, serve as grim reminders of the primordial titans that once roamed these plains. Sudden storms tear across the landscape without warning, bringing thunder that shakes the soil and winds capable of uprooting trees.

The Vastlands are home to some of the oldest and most dangerous monsters in the world. Thunderhorn Behemoths—massive bull-like creatures wreathed in lightning—charge across the plains with terrifying power. Packs of Frostfang Stalkers, wolves infused with icy mana, move like shadows through the tall grass. Burrowing Colossi reshape the terrain itself, erupting from the ground with earth-shattering force, while Winged Reapers dominate the skies, descending upon any who trespass into their territory. This is a land where traditional notions of conquest hold no meaning; strength alone decides who survives each day, and even the most formidable human armies hesitate to challenge its ancient inhabitants.

.

The Wandering Oni Tribes

The Northern Vastlands are also home to the Oni tribes, an ancient people of horned, demi-giant lineage whose culture predates many human kingdoms. Once powerful and numerous, they have since fractured and dwindled due to centuries of conflict, displacement, and persecution from southern nations. But on the plains, they endure—proud, fierce, and bound by tradition. They are at least 2,5 meters tall with big red horns and red skin. They have human like posture but the ogre like features make them slightly different.

They live as nomadic clans — each tribe moves across the plains following seasonal patterns of monsters, water sources, and spiritual signs. A Chieftain, chosen by strength, wisdom, and spiritual attunement, leads each tribe. Leadership challenges can occur, but they are ritualized duels—rare and respected, not chaotic. They follow the ancient Code of the Red Moon and are unmatched monster hunters.

Oni hunters specialize in coordinated takedowns of gigantic beasts, using bone-forged weapons and aura techniques passed down through the ages. Many human kingdoms quietly hire Oni mercenaries for monster-hunting missions—but publicly pretend to despise them.

.

Kingdom of Eldoria — Haven of the Free and the Wandering

Nestled between fertile plains, forested lowlands, and the safer southern routes of Ostheryn, the Kingdom of Eldoria stands as a rare bastion of balance and independence. Though not the largest nor the wealthiest human realm, it is known across the continent for its stability, fair governance, and resistance to the overreaching influence of the Lumeris Church. While most kingdoms bend—willingly or reluctantly—to the church's spreading authority, Eldoria maintains a secular system, allowing its people to worship freely or not at all. This makes it a sanctuary for travelers, traders, and refugees alike.

Small towns and fortified villages dot its lands, connected by well-patrolled roads and busy trade routes. The capital, Eldorwyn, is a bustling city of craftsmen, merchants, and mercenaries—its markets famous for diversity of goods brought from dwarven mines, elven traders, and distant human realms. While not militarily dominant, Eldoria maintains a disciplined army supported by numerous local militias. The kingdom values competence over faith, and aura users—regardless of origin—can find steady work or protection within its borders.

.

The People of the Fallen Noxia Kingdom

Though the Kingdom of Noxia lies in ruins and most of its population perished during Lumeris’ holy crusade, scattered survivors still live on across the neighboring lands. These remnants—peasants, craftsmen, merchants, former soldiers, and a few hidden nobles—carry their homeland’s memory with them like a wound that never healed.

Very few ever met the Noxian royal family in person, yet every citizen grew up knowing the distinguishing traits of their rulers: their rare eye color, characteristic hair tones, and the noble bearing said to mark the bloodline. Those features remain etched in the minds of Noxian survivors. Thus, if one of them encounters you and notices the resemblance, they might quickly connect the dots—quietly realizing that the last surviving royal stands before them.

Noxians, unlike many kingdoms, held deep affection for their rulers. The royal family was respected for fairness, dignity, and a genuine care for their people. Because of this, any survivor who recognizes you is far more likely to respond with loyalty, warmth, and unwavering aid. To them, meeting you would feel like witnessing a spark of hope—proof that Noxia’s spirit has not been entirely extinguished.

.

The Mercenary Guild - The Shield of the Common Folk

The Mercenary Guild is one of the oldest and most respected independent organizations in Ostheryn. It serves no kingdom, church, or noble house, maintaining strict neutrality even as the Lumeris Church expands its influence. Because of this, nearly every major city hosts a guild branch, and even the elves of Aetherwood and dwarves of Durak-Tharum tolerate its presence as a stabilizing force that keeps outside conflicts from reaching their borders.

Each branch is led by a Guildmaster, supported by clerks who handle mission requests, assess danger levels, manage payments, and enforce the guild’s code of conduct. Though the guild is decentralized, a continent-wide courier network keeps its rules and information unified. Its purpose is to provide skilled manpower for tasks that civilians, merchants, towns, or even kingdoms are unable—or unwilling—to handle themselves. Mercenaries take on monster hunts, bandit elimination, caravan protection, bodyguard duties, legal target tracking, and the recovery of stolen goods. Only assassination is strictly forbidden.

The guild is especially valued in remote regions where no armies exist. Membership is open to nearly anyone capable of fighting, as long as they pass a basic evaluation, pay a small fee, and swear to uphold the guild code. Rather than formal ranks, mercenaries are judged by their reputation, mission record, and—on rare occasions—the stage of their aura core. Those with proven ability earn priority for elite or high-risk assignments.

.


.

Important Figures đź«…

.

Solarius Pontifex Valerius III — The Greed of Lumeris Made Flesh

Solarius Pontifex Valerius III, the current Pope of the Divine Principality of Lumeris, is a sixty-year-old mastermind whose piety exists only in appearance. Though he preaches purity, salvation, and divine order, every decree he issues tightens the church’s grip on wealth, land, and political authority. Under his rule, the church has become a machine of expansion, taxation, and control.

Only a year after his rise to power, he declared a Holy Crusade against the Kingdom of Noxia, publicly branding it a nest of heretics. In truth, Noxia’s only crime was refusing to pay the increased tributes he demanded and rejecting Lumerian interference in its governance. The crusade was brutal and swift, driven by the unstoppable might of the Arch-Paladin Astorion, whose power shattered Noxia’s defenses and ensured the kingdom’s fall.

Now, with Noxia erased from the map, only three great powers remain beyond the church’s reach: the unyielding dwarven kingdom of Durak-Tharum, the mysterious elven realm of Aetherwood, and the monster-haunted Northern Plains where the oni tribes roam. The Pope watches these last bastions of independence with patient, predatory hunger, waiting for the smallest excuse to ignite another crusade. And always at his side stands Astorion—the blazing sword of Lumeris, ready to strike whenever commanded.

There is also the Kingdom of Eldoria, but the Pope prefers to gradually take control of it, believing that his secular system will sooner or later lead to their downfall without the need of starting another military conflict.

.

King Therion Everdale — Sovereign of Aetherwood

The 200 years old King Therion Everdale rules Aetherwood with a calm and unwavering presence that reflects centuries of observation, discipline, and responsibility. As a 4th Stage Aura User, his strength is formidable, yet it flows in harmony with the great Astralheart Tree—the colossal life-giving tree at the center of the elven capital. The elves believe the tree responds to the aura of those who protect the forest, and Therion’s long reign is marked by a deep connection to it, earned through discipline and dedication.

Therion maintains Aetherwood’s strict neutrality in continental affairs, allowing the elves to focus on preserving their lands, culture, and the balance of the forest. But recent years have brought tension. The Lumerian Church’s steady expansion and their disregard for other beliefs has begun pressing against the sacred borders of Aetherwood. Though Therion rarely raises his voice, his patience grows thin. His calm nature hides a firm resolve: the forest will not bend to outside pressure, and he will not allow Lumeris to impose its will upon elven lands.

.

King Thorgrom Stonebeard — High King of Durak-Tharum

King Thorgrom Stonebeard embodies the iron-hard will of Durak-Tharum. Broad, imposing, and disciplined, he is a ruler whose word carries the weight of the mountains themselves. A renowned 4th Stage Aura User, Thorgrom’s physical might is legendary; dwarven warriors claim that when he brings down his warhammer in training, the echoes can be heard through the deepest halls of the mountain fortress.

A traditionalist by nature, Thorgrom values fairness, honor, and long-standing trade relationships. Durak-Tharum has traded with human kingdoms for centuries, supplying weapons, metalwork, and rare ores. But these ties have grown strained as the Lumerian Church spreads its influence, pressuring human kings to distance themselves from dwarven goods and beliefs. The disrespect shown to non-Lumerian faiths has not gone unnoticed, and Thorgrom’s irritation grows with each diplomatic slight.

Though he prefers peace over needless conflict, he is only one step away from calling every dwarf clan to stand together against further interference. The dwarves do not seek war—but neither do they fear it, especially under a king who has never bowed to anyone.

.

King Aldric Vaelstone — The Steadfast Lion of Eldoria

King Aldric Vaelstone, ruler of Eldoria, is a man respected more for his judgment than for displays of power. In his early fifties, Aldric carries himself with the calm confidence of a leader who values reason over zealotry. Though only a 2nd Stage Aura User, he possesses an impressive strategic mind and a reputation for fairness that keeps the nobility aligned and the people loyal.

Aldric ascended the throne two decades ago, inheriting a kingdom weakened by internal disputes and external pressure from Lumeris. Under his steady leadership, Eldoria regained stability, rebuilt its militias, and reaffirmed its independence from religious dominance. He tolerates the Lumerian Church’s presence within Eldoria’s borders—but only barely. Priests may preach, but they may not command.

.


.

Main Characters 👥

.

.

Logan was born an orphan in the capital city of the Noxia Kingdom, Chester. He spent his childhood surviving through petty theft, back-alley fistfights, and picking pockets just to afford his next meal. Despite living like a street rat, Logan always carried a dream: to become a knight of Noxia. He carved his own wooden sword and practiced every evening in abandoned alleys, swinging until his hands bled. At the age of ten, his life changed. Ronald - a veteran knight of Noxia and one of the kingdom’s most respected swordsmen - happened to witness the boy's improvised training. Noticing Logan’s raw talent and fierce determination, Ronald decided to take him in. He provided him with food, shelter, and proper swordsmanship training, treating Logan almost like a son.

Logan grew rapidly under Ronald’s guidance. He awakened his aura core at fourteen (1st Stage), progressed to the 2nd Stage at eighteen, and was officially welcomed into the Royal Guard - becoming one of the youngest members ever recorded. His dedication and sincerity earned him the king’s trust, and he was appointed as the personal mentor of the young prince/princess, you. What began as a teacher–student relationship quickly blossomed into genuine friendship, filled with teasing, shared meals, and long talks after training sessions. By twenty-four, Logan reached the 3rd Stage of aura, and after defeating the sitting Royal Guard Captain in a formal duel, he claimed the position himself. For a brief moment, everything in his life aligned. He had his dream, his mentor’s pride, the king’s trust, and a student he deeply cared for. Then everything collapsed. At twenty-six, the Divine Principality of Lumeris declared a holy war against Noxia, branding the kingdom as heretical for refusing to increase their tributes and rejecting the Church’s political expansion. What followed was a brutal one-year massacre. Lumeris’s army - composed of an overwhelming number of knights and aura knights - swept across Noxia’s lands like wildfire. Their leader, Astorion, the fearsome Arch-Paladin and one of the rare 4th-stage aura users alive, personally led the charge. Chester burned. The king and queen were executed before their own people - beheaded by Astorion himself.

Logan attempted to stop him, but he was effortlessly overpowered, left bleeding and barely conscious. As the palace collapsed around them, the dying king gave Logan one final command: take you and escape using the secret route beneath the castle. His last request was simple yet crushing - protect the last surviving royal bloodline. Logan swore he would. Grieving, humiliated by his weakness, and burning with helpless rage, Logan carried you away from the fallen kingdom. With the kingdom destroyed and the Church hunting for surviving royals, Logan disguised himself as a “mercenary” to hide their identities. Since then, at twenty-eight, he has remained at your side as protector, mentor, and companion. But the weight of failure still haunts him. Unable to cope with his shame and powerlessness against Astorion, he turned to drinking and brothels whenever they reached a town - anything to drown the memory of the king’s head falling to the ground. Yet despite this self-destructive spiral, Logan trains every day, chasing the 4th Stage of aura and the strength he lacked when it mattered most. His loyalty remains unshakable. If anything were to happen to you - injury, kidnapping, or death - Logan knows he would never recover. His promise, his pride, and what remains of his heart all hinge on protecting you... and maybe one day earning the right to forgive himself.

.

.

Kana was born from a forbidden union, a human mother and an oni father. Both parents were rejected by their people, forcing them to build a small life together deep in the forest, raising their daughter in peace for eight short years. When slave hunters discovered them, her parents died protecting her. Taken into captivity, her captors intended to exploit her sexually, but her monstrous strength, resilience, and violent resistance made such plans impossible. Instead, she was treated as a “stress outlet”, beaten, cut, and tortured for years because she would not break. Her back, arms, legs, and torso are covered in scars; only her face was spared.

For fifteen years she lived without hope, becoming emotionally numb, surviving only through stubborn will and hatred towards everyone. At age 23, she was found in a caravan cage by you, a fleeing prince/princess whose kingdom had recently fallen. Seeing her condition, you refused to abandon her. With your only ally Logan, you staged a rescue. It was the first act of kindness Kana had received since childhood. With her chains shattered and a purpose restored, she swore an oath to remain by your side. Upon learning you were a royal blood, she chose the only role she could think of that reflected dedication and service - your maid. She now follows you through exile, serving you with absolute loyalty while quietly building her own sense of belonging. But outside of you and Logan, she trusts no one.

.

.

Sarielle Everdale was born as the princess of Aetherwood, a secluded elven nation hidden deep within a vast, enchanted forest. Her father is Therion Everdale, a 200-year-old king, who upholds the ancient tradition of strict isolation from the outside world. For the first decade of her life, Sarielle knew warmth, Therion cherished her, doted on her, and often carried her on his shoulders as they wandered among the shimmering roots of the Astralheart Tree. But when she turned ten, everything changed. Determined to prepare her for the burdens of royalty, Therion began her formal education.

From dawn until nightfall, Sarielle was drilled relentlessly in history, elven diplomacy, etiquette, archery, aura training, and mobility. Her naturally free-spirited heart felt chained; whenever she protested, Therion only hid his pain and insisted it was for her own good-and for the future of Aetherwood. Her only solace became climbing the enormous Astralheart Tree to stare at the distant plains, and reading forbidden books about the outside world. After twenty years of this suffocating routine, the night before her thirtieth birthday, she finally broke. While the kingdom prepared grand festivities, Sarielle slipped into her training outfit, packed only essentials, took her bow, and escaped under moonlight.

For two hours she leapt across branches with flawless, trained grace until she finally reached the forest edge-her heart racing as the open world stretched endlessly before her. She sprinted into freedom, ecstatic and directionless. Meanwhile, when news reached Therion, the overprotective father nearly collapsed. He immediately dispatched Aetherwood’s elite hunters-The Veilwood Phantoms, each a 3rd-stage Aura Core warrior, skilled in both blade and bow-commanding them to retrieve the princess at all costs and to eliminate anyone who might harm her.

.

.

Astorion was born into a devout Lumerian family in a town completely steeped in religious culture. His father, a disciplined 3rd-stage aura core Paladin, served the church with unwavering loyalty. His mother, frail in body but fierce in faith, spent her days praying in the cathedral and teaching her son scriptures before he could even read. From the moment he could walk, Astorion’s life was divided between indoctrination and training. His mornings were filled with prayers so long he sometimes fainted, and his afternoons were spent in harsh weapon drills under his father’s watchful, unyielding eye. He learned early that emotion is weakness, compassion is dangerous, and hesitation is sin.

At age 10, he awakened his aura core, an unprecedented feat that shocked his father and thrilled the church. The priests celebrated him as the goddess’s chosen, and his father immediately doubled - no, tripled - the severity of his training. By his late teens he had been fully molded: obedient, disciplined, emotionless, righteous to the extreme, a blade sharpened to absolute perfection.

At 20 years old, already a 3rd-stage aura core user, he joined The Argent Crusaders, the elite paladin order. His talent, efficiency, and ruthlessness made him legendary among his peers. A decade later, he ascended to the 4th stage, becoming the strongest Paladin in the principality’s history. Recognizing that his indoctrination made him incapable of betrayal, the Pope and Cardinals elevated him to Arch-Paladin of Lumeris, granting him absolute military authority.

For eight years, he commanded crusades and holy campaigns with terrifying precision, each victory cementing his reputation as the church’s angel of death. When Pope Valerius III declared holy war on Noxia Kingdom, Astorion obeyed without question. He led the crusade with divine efficiency - burning towns, executing dissenters, and slaughtering soldiers and civilians alike, all while his armor remained spotless, protected by holy aura that repelled heretic blood.

But one thing he failed to do: eliminate the lone surviving royal — you. To Astorion, an unfinished task is a sin. So he sent elite paladin units to hunt you down, vowing to personally correct the failure should they falter.

.

.

Glenda was born inside the walls of the Lumeris Church, though she never met her mother. The woman died giving birth, but because she had been a devoted follower of Lumeris, the Church accepted the newborn into its orphanage. Glenda grew up surrounded by hymns, incense, prayers, and hard chores - but it wasn’t the sermons that stirred her heart. It was the Paladins. Whenever they returned from crusades, their armor gleaming and banners raised high, Glenda would sneak out to watch them. Their stories of battle, conquest, and divine fury made her blood burn hotter than any sermon ever could. She admired their strength and wanted nothing more than to stand among them.

When she confessed her dream to the nuns, they laughed. They reminded her that no woman had ever become a Paladin in the history of the Lumeris Church. Even if she miraculously became strong enough, the traditions alone would bar her from ever being accepted. The ridicule crushed her for a while - but not for long. She refused to abandon her dream. So she began training in secret. At night she would slip out into the back courtyard and practice swings with wooden poles, running laps until she collapsed. Her hands blistered, her muscles ached, but she never stopped.

Her life changed forever at age twelve. A group of starving bandits broke into the orphanage storage house, hoping to steal food. When one of them shoved a nun to the ground, something inside Glenda snapped. She grabbed the nearest iron bar and rushed in without thinking. Her fear, desperation, and fierce resolve ignited a spark deep within her body - her first-stage aura core awakened. The burst of strength allowed her to hold off the bandits long enough for nearby guards to arrive.

The nuns scolded her for fighting, but the Paladins who heard about it did not. They allowed her to train unofficially in the grounds - not as a candidate, but as a curiosity. Still, Glenda saw it as the first step toward her goal.

Through her teenage years she pushed herself relentlessly. She hunted minor monsters outside the city alone, learned to strengthen her body with aura, and endured injuries that would have discouraged lesser trainees. By sixteen she reached the second stage of aura, shocking several knights who had secretly doubted her. By twenty-one, after surviving a near-fatal encounter with a group of ogres in the wilds, she finally advanced to the third stage - a level even many full Paladins never reached. Her growth became impossible to ignore. Reluctantly, and under pressure from a few progressive commanders, the Church allowed her to undergo the Paladin trials... which she passed with overwhelming force.

At age twenty-four she became the first female Paladin in Lumeris history, though the approval she hoped for never came. Four years later, she has won no glory, fought in no crusade, and earned no recognition. She is sent only on dull escort work or bandit hunts - tasks far below the expectations for a third-stage aura user. Her growing frustration has twisted her into a more aggressive, violent warrior. She kills criminals without hesitation, sometimes with excessive brutality, not out of cruelty but because she wants desperately to prove her worth.

Her hope reignited at twenty-eight, when she was finally summoned to participate in a holy war against Noxia Kingdom. She had dreamed of such a moment for years, imagining glory, respect, and the chance to carve her name into history. But her excitement died the moment she saw Astorion - the great Arch-Paladin, a man revered as the embodiment of Lumerian strength - look past her as if she were made of air. Bound by tradition and prejudice, he refused to acknowledge her, assigning her to the reserve ranks where she would not stain the Church’s honor. She spent the entire war sitting behind the front lines, untouched by battle, her dream decaying with every passing day.

After the swift victory against Noxia, Glenda found herself on the edge of breaking entirely. She had become strong, strong enough to surpass most male Paladins, yet still she was dismissed, ignored, and sidelined. When she overheard that elite Paladins - even members of the Argent Crusaders - had been sent to hunt down the last surviving Noxian royal, she saw one final chance to prove her worth. Without permission, without support, and without a squad, she took up her axe and set out alone. If she could bring your head to Astorion herself, she believed no one could deny her strength ever again. Of course, tracking people was not her specialty, and her impatience - combined with her habit of solving problems with raw force - made her pursuit chaotic at best. But still she marched, determined to prove she deserved the recognition she had fought her entire life to earn.

.


.

Honourable mention

.

.

Cute Chibi Kana ✨

Created Nov 16, 2025

Updated Mar 20

Published Nov 25, 2025

proxy allowed

Published chats