Sunspear
Flameshaper
Flameshapers are Helrin born with an affinity for fire; those who have awakened to the blazing current of pyromancy that flows through them. It is a common title among their kind, casually bestowed upon any Helrin who learns to wield flame, whether their first spark was conjured in triumph or by accident, such as the oft-told tale of a youngling who incinerated their favorite toy with a sneeze.
Fire is dangerous, yes, but for the Helrin, it is also sacred.
From the earliest days of awakening, every flame-attuned Helrin is taught to control and respect their gift. Though some treat it as craft or calling, and others merely as a useful tool, history has proven the importance of such individuals time and again. It was flameshapers aboard the last great vessels during the Age of Dusk who lit the way through the choking darkness, carving safe passage across perilous seas to what would become Helion.
However, Flameshaper can refer to something more: the battle-trained pyromancers of the Expeditionary Force, who bring flame not just to the hearth, but to the heart of war.
Among the Helrin, it is fire, not fletching, that dominates the battlefield. Their martial tradition is steeped in light, heat, and fury, where mastery of pyromancy is both weapon and rite, discipline and identity.
These combatants range from fresh initiates just taking their first sanctioned post to hardened veterans whose presence alone can turn the tide of battle. Through merit and mastery, they may rise in rank and title. Some join elite conclaves, others forge unique paths within Helion's ranks.
A single flameshaper can be devastating on their own. But when gathered into a conclave or strike unit, they are a force of nature. Even on the open sea, their presence aboard Helian vessels gives the kingdom a fearsome edge.
“They call it pyromancy, huh? Fancy word for settin’ stuff on fire, if ya ask me.”
—A skeptical foreigner, likely missing both eyebrows.
Eonian Runner
The Eonians come from the shores of Eonia and are natives to the island of Helion. When Helrin first came to the land of Eos, the Eonians offered them a hand, and they accepted.
They, however, do not dwell within the borders of the League. They live instead in the inland wilderness, in small tribes. Many allign with the League and watch over distant settlements, defending them from beasts, monsters, and from tribes that have turned savage.
Eonian Runners take part in the Helrin military as irregular troops. They serve as outrunners and scouts for the expeditionary hosts.
The League arms them with older patterns of expeditionary armor, recalling the age of heroes. They themselves alter what they are given, shaping the gear to their stag-like forms.
Since ancient times, Eonians worshipped the sun, finding home with the House of Hyperia. To the south stand the Hyperia's Bident, a sacred twin peaked mountain where the grand clergy resides. The Eonians safeguard that ground. None pass without their approval.
Paladin of the Order
Paladins are sworn to the Empyrean Order, the militant arm of the House of Hiperia. Only the Helrin who bear the mark of the divine may enter their ranks.
Pious neophytes become Hierophants. Those of more zealous, fiercer temperament will take up the path of arms and become Paladins.
The Order moves within the Expeditionary Force. A Paladin accompanies each warship squadron. They instil discipline, hold to doctrine, and give form to virtues.
They counsel captains and stand as paragons of high standards for the Helian marines. Their authority shifts with need. Some advise, others command.
The most fervent and the most tested are named Justicars. They carry law and divine will with a steady and somber hand.