Fiction:Multus Esse/Path of Sarko'nai

The Path of the Warrior, or Sarko'nai, is the path Multus chose once they reach a certain age, in order to focus their mind on. The Sarko'nai may never leave their path, meaning once they become a warrior, they can never travel on another path.

Sarko'nai, once they have mastered their path, enter a path called Aestor. The Aestor leads the squads of others of his path. For example, 6 Disciples are lead by a Disciple Aestor. Every warrior, with the exception of Protector, has an Aestor.

Strategy
The Multus prefer to turtle their forces and fight defensively, even when attacking. Great emphasis is placed on durability, and they commonly send lighter units, such as Protectors, Chastisers, and Avengers, ahead of their armies in order to weaken enemy positions and strike fast with guerilla warfare, as Multus Esse Fate-Architects bring their base online and begin allowing them to transport in more powerful units and vehicles. Once they have everything they want, and have weakened the enemy to a considerable degree, they will strike, safe in knowledge they have taken the time to reduce their causalities.

The Multus are all connected and capable of accessing a Matter State, that of Light or Dark. Light increases their own speed, grants their attacks the ability to burn their foes, and allow some of their units to get air born. Dark Matter mod allows them to sheath themselves in power shielding and resist damage more. Their attacks gain the ability to slow down enemies and drain them of morale and the will to fight. All units are grounded and slowed down in speed. Their Telepaths and Seers are able to discern the future in limited gaps, so they can change their Matter State to match whatever strategy their foes through upon them.

Multus Esse try to avoid violence and fighting at all, but sometimes, many more times then they like, violence is the only way, and they are forced to walk the Path of Sarko'nai, and down the armor of warriors once more. Here, they strike like a storm, killing and ravaging their enemies as quickly and as damaging as possible, so as to put a quick end to the conflict. Despite their low numbers and preference for peace, the Multus are not ones to be trifled with in any conflict.

Aestor
Aestors are the pinnacle of a certain Warrior-Shrine, having traveled and fought for their shrine for ages, and reaching the pinnacle of their skill. having survived for countless years on a thousand battlefields, the Aestor's mind has become perfectly adapt for war, having gone beyond the Mental conditions of even others who walk the Path of Sarko'nai, turning them into killing machines who seek bloodshed above all else.

Aestors commonly lead squads of their lesser comrades in battle, when called to war. Wearing scared elaborate armor, yielding weapons and tools used by past Aestor, the new Aestor can call upon the will and power of the past warriors to boost his own, and strengthen his soul in the most trying of times. With this wisdom and powerful relics at his or her hands, the Aestors lead their squads like sergeants, channeling their fury in battle, and using their experience to assist their teams.

Aestors, in times of peace, tend to the Shrines of their gods of battle and war, taking care of the armor and relics, and making sure they are top condition, while also learning the scared tomes and writings of their gods and goddesses, so as to become all the closer with them. Before and after battle, and during times of peace, Aestors will recite chants to their gods in thanks, and, during peace, will teach their comrades poetry and haikus dedicated to their gods, which, during battle, they will chant out in order to focus their minds as they fight.

Aestors, having travel so far down their path, can no longer attain high command positions or hold the rank of Marshal or general, instead forced to remain in their position for as long as they may live. Aestors often go insane, or at least become mentally unstable from the fact they have nothing else to placate their minds, and go on to seek battle and bloodshed above all else, losing all sense of self.

Basic
Disciple= Disciples are the main force of Enlightened One armies. Strong, durable, and organized, Disciples are experienced with dealing with foes like Dronox or Pirate Troopers. They have but one weapon, a rapid fire, machine gun-like Arm Canon, which fires plasma to decimate enemy infantry and vehicles alike. In melee combat, they use ultra-sharp swords or bayonets to hack away at enemies with ease, easily cutting down even the most heavily armored foes.
 * Role - Basic infantry
 * Weapons - Plasma Arm Canon, Swords or Bayonets
 * Defenses - Ablative Armor
 * Races - Chassinra, Locrin'noth, Alimbic

Their defenses are their powered armor, and agility. They are easily able to evade even the most skilled of foes, and can take more punishment then other main line forces before needing to retreat. Their armor is highly advanced actually, and inter-connected to their nervous system, allowing them better reflexes and sensitivity. Their armor differs between each member, commonly emulating a different style between Habitat Worlds, or honoring a different god in their pantheon.

Disciples are elite warriors, totally dedicated towards the destruction of foes, and the leadership of their allies. As one can tell, they are dedicated to the Multus Esse's Royal Council and their people, and will do anything in their power to defend them, having sworn to defend their people and their Empath Prophets. Disciples, once their Mark is found in society, are trained from hence forth, pushed to master war on every level, psychological and physical, so they may face any opponent that meets them.

Protector= With their population lower then before, and their galaxy split asunder by war, The Habitat Ships and remaining worlds of the lacked soldiers who could walk the path of the warrior. Since normal Multus cannot harm a life form without causing themselves great pain, they have created the Protector units. Lightly armed militia trained to support Disciples in battle, Protectors receive special helmets and armor that block out the pain caused by killing another being, so they can perform effectively while on the battlefield. Commonly, their squad's protection from the harsh realities of war will be further enhanced by a Telepath of their own race.
 * Role - Military support
 * Weapons - Plasma Rifles
 * Defenses - Light armor
 * Races - All

Commonly lead by more experienced Warriors who already walk the path, the Protectors lack in the armor of many of their cousins, but compensate with faster movement speed and flexibility. While this armor tends to be certain colors for the worlds they are raised on, individuals often customize their own armor based personal preference and needs, as well as which of the Multus pantheon they are honoring, similar to disciples.

Protectors carry advanced Plasma Hunter Rifles to fight their enemies, commonly giving long range support to Disciples, whose Plasma Arm canons lack significant range. Protector rifles fire heated crystal fragments laced with plasma and are flung at their enemies at high speeds. To field the Protectors is a great risk in it of itself, as the Multus leaders risk the very life blood of their civilization by fielding their Protectors.

Protectors exist in a more brutal fashion among the Proditkar Movement, their armor designed to actually turn the normal feelings of pain caused by killing another into pleasure.

Avenger= Avengers are the cream of the crop of Multus Esse, created from their Disciples that survived the Great War against the Alpha Cyber Collective. While many Warrior-Shrines have existed for centuries among Multus societies, The Avenger shrine has been created only recently by the leaders under Kossi'Valicar in order to lead their armies. Avengers where drawn from Disciples in order to create great leaders among their forces, for they are the razor edge of the armed forces that remain.
 * Role - Elite warriors.
 * Weapons - Plasma Hunter Carbines.
 * Defenses - Light armor, heavy shielding.
 * Races - All

Avengers style themselves after the famous Akuro'mess, a Chassin'ra who lead many of the Habitat Worlds to safety during the Great Disaster. Strangely, he appears in all Habitat Worlds during their escape, despite it not being possible. As such, many view him as a prophet meant to lead them to the age of the War God, when their empire will be reborn. The Avengers, as such, wear highly elaborate armor and yield pwoerful weapons in honor of him.

Avengers wear armor similar to either Disciples or Protectors, mostly the latter, though differ in that they yield elaborate Greco-Roman style head crests over their helmets, wear brass markings over their armor, and yield small combat shields on their arms like disciples. Their armor, while very light compared to others, is further enhanced with advanced shielding, capable of shrugging off most weapons and ammunition thrown at them. They yield enhanced Plasma Hunter Carbines, with longer range and more fire power then standard Hunter Rifles.

Avengers are among the rarest of Multus Esse Warrior Shrines, but are the most powerful and potent. Very few have fallen in battle. Be it driving Skordi away from a prize artifact world, assisting Ugandalorian Super Commandos and Mirusian Church Special Forces, or if their leaders are meeting with a foreign diplomat, and require body guards, the Avengers are suited to all sorts of tasks, similar to the equally elite Chastisers.

The Proditkar developed their own version of the Avengers in a similar manner, known as Kabalites.

Advanced
Guardian= Guardians are elite Locrin'noth, trained in the use of Light and Dark matter, of which Locrin are masters of using, these troops are a mostly anti-personnel unit, as their canons cannot do as much damage as normal plasma to vehicles. Their matter modes do different things, based off the situation. Dark Matter saps an enemies' will to fight, and can slow a target, while light matter fires slower but does more damage and burns a target. Both also have different effects on how fast a Locrin'noth can move, with light allowing faster movement.
 * Role - Elite Infantry
 * Weapons - Light/Dark Matter Canon, Halberd
 * Defenses - Ablative Armor
 * Races - Locrin'Noth

As part of their training, Guardians have mastered both, and are attuned to a "Matter Hive", which allows them to know when to switch Matter types, and adapt on the fly. Due to this, their nature is more fine tuned then Disciples and other warriors of the Multus Esse. Their assault canons are adapted to various situations, but also carry gigantic Halberds into battle, designed to tear open enemy tanks and infantry armor.

Their powered armor is the same as the Disciples, though, due to their matter abilities, they gain defense against essence-based attacks. Dark matter also covers them in a layer of shielding, which they accumulate through mental focus over time when they enter into Dark Matter mode.

In training them, Guardians commonly are trained longer, as they require more mental focus to balance the extreme powers they yield in battle. Every attention to detail is given to train them, so they can be prepared for the hardships of war, and still keep mental focus over their powers.

Chastiser= Chastisers are the most common Warriors in the Multus Esse, among the most populous Warrior-Shrines among the Multus Esse Habitat Ships, other then disciples. Adorned with the best equipment and weapons available, the Chastisers are the first among the Warrior-shrines, formed when the Path of Sarko'nai was first created among the Multus, not counting the Disciples, and their warriors would lay the ground work for others to appear. Among the only ones that can fill multiple niches, Chastisers are dressed similar to Protector Militia, but with more advanced armor and elaborate head pieces, and given more advanced weapons.
 * Role - Multi-role
 * Weapons - Matter Rifle
 * Defenses - Adaptive armor
 * Races - all

Chastisers are armed with Matter Rifles and various other long range carbine weapons, which fill their role as the forces that are directed right into the heart of their enemy. As such, most of their weapons are longer range, and pack a bigger punch then their cousins in the other warrior-shrines. Their skill is such they can hit the eyes of a target many miles away, even during the chaos of battle, with thousands of foes gathered all around them.

Chastisers are dressed in elaborate armor, complete with special runes, jewels, and elaborate headdresses, designed to allow all to know the finest warriors of what remains of the Multus Esse are still kicking, and still very much a threat to those that dare oppose them in battle. While distracting at best, the blue armor is also highly protective, and capable of shrugging off most attacks, even if they tend to draw a lot with their garish appearance.

Chastisers are common bodyguards for the remaining Multus Esse leadership, and squads of them can be found protecting Multus interests on other planets. Be it protecting their leadership from assassination, or guiding tribal races into war against a rampaging Skordi warband, the Chastisers are there to be the finest military unit the Multus can muster.

Howling Blade-runners= A Scared Warrior Shrine of ancient history, descended from Warriors who worship the goddess Caliiehah, the Queen of Blades, and Goddess of the Howling dead. These Warrior, Amazonian-like beings worship their mother goddess in battle, as the Howling Blade-Runners. Masters of the sword and spear, the Howling Blade-Runners often work alongside other military forces, where's their mostly male, Ne'kron counterparts in the Stinging Scorpions are more specialized and fight in black ops warfare.
 * Role - Precise Close range combat.
 * Weapons - Energy Blade, Reflex Pistol.
 * Defenses - BoneCast-pattern powered Armor.
 * Race - All.

The Howling Blade-Runners are fast, moving with grace and athletic prowess, dodging enemy attacks as they leap into battle against their enemies, and striking at them with their precision weapons. As warriors, they carry light-weight Mirror Blades, designed to slash through enemies with incredible ease, and cut through enemy melee weapons in close-quarters combat, while also carrying Reflex Pistols as side-arms.

Dressed in BoneCast-pattern powered armor. Designed to cover their bodies in total, the Armor enhances their reflexes and speed, weaving through enemy fire, and able to survive some attacks on them. However, much of their defense comes from their speed and ability to leap through space with grace, out-pacing other warriors, and able to dodge most enemy fire.

One of the most common Warrior-Shrines, Howling Blade-Runners are one of the most honored among their Shrines, respected and feared by all who encounter them. Their leader, Jahil'Kzan, is a Master of weapons who has mysteriously stayed alive since the foundation of the Shrine. Some say she is blessed by the goddess herself to stay alive and dance the eternal dance of death. Others, that she is blessed with immortality, and gains the life force of her foes by killing them with every swipe of her blades.

Draconian=
 * Role - Vehicle destruction, Anti-armor
 * Weapons - Fire Lance
 * Defenses - Armor
 * Race - All

Stinging Scorpion= Among the Ne'kron, there was a scared warrior order that fought in the shadows of their world against rebels, demons, and beasts across their world. Their names whispered in hushed tones by other Multus Esse, the Stinging Scorpions are masters of infiltration, assassination, and melee combat as a whole, having trained in it for years. When the Ne'kron joined the Multus Esse alliance, the Stinging Scorpions became a Warrior-Shrine of the Multus Esse, dedicated to the Ne'kron god of war, Kalee'iilesh.
 * Role - Infiltration and assassination
 * Weapons - Shadow Blade, Reflex Blaster
 * Defenses - Darkstrike-pattern Stealth Power Armor
 * Races - Ne'kron

Founded by the Lord of the Sting, the Stinging Scorpions' art has changed little, only adding the more advanced technology of the Multus to their arsenal. Going into battle with their upgraded version of the traditional Shadow Blade, the Multus Warriors are able to cut through their targets with ease, meeting with other blades in melee combat, and slicing through must armors. As a side arm, they also carry a Reflex Pistol, used to execute targets covertly and silently. With their limited knowledge of Dark Matter, they can enhance their strikes to cause enemies to lose morale and slow down their movement in battle.

Their Darkstride-pattern Stealth Powered armor is designed to maximize their speed while moving, also dampening any sound or noise they make while moving or jumping, allowing them to move in the most elaborate fashion towards their targets. However, it also doubles as extremely effective protection, blocking out most damage they receive. This armor is further empowered with the Ne'kron's slight control of Dark matter. While they cannot control it to the same degree as the Locrin'noth, due to not understanding Light Mater, it still affords them the ability to project Dark matter armor over themselves.

The Ne'kron take great pride in their Warrior-Shrine, as their natural body build and abilities mean they are the only ones that can control the abilities of stealth and melee combat of the Stinging Scorpions. While held in High regard by other Multus Warrior-Shrines, a dark mark stains their history. At the height of their power among the Multus Esse, the Lord of the Sting, Akal'zhar, joined the traitorous to advance his own race. Akal'zhar was banished along with his traitors, though he managed to link up with the exiled fleet of the Proditkar. His replacement, Kan'zholin, survived the fall of his race, and continues to fight among his warriors in the most dangerous situations.

Shadow Spider=
 * Role - Heavy close range assault
 * Weapons - Hack Blade, Shadow-Wire Spreader
 * Defenses - Shadowskitter-pattern Dark Matter Power Armor
 * Race - Ne'kron

Night Reaper=
 * Role - Heavy long range fire
 * Weapons - Firmament-Disk Launcher
 * Defenses - Nightsky-pattern Distance-Blending Armor
 * Race - Ycalla

Void Ghost=
 * Role - Space combat
 * Weapons - Decimator Lance
 * Defenses - Voidlight-pattern Light Matter Power Armor
 * Race - Ycalla

Air-born
Inquisitor= Inquisitors are the guardians of the Council of the Multus Esse, and considered important figures in their society. Sent in as pairs, Inquisitors are used for flight combat, and are, unlike Sky-lords, capable of attacking any targets, not just land-based. Taken from random among the Warriors of the Multus Esse, be they Warrior-Shrine or Disciple, it is uncertain what qualifies one as an Inquisitor, though once they are finished training, Inquisitors become silent, dedicated hunters, seeking out the occult and the most dangerous foes to eliminate.
 * Role - light Flight unit, Infantry support
 * Weapons - Light Pulse Canon, Stasis Beam, Power Blade
 * Defenses - Light armor, Flight
 * Races - All

The Inquisitor carries a light pulse canon used to fire quick blasts of energy at a target. They can also fire a stasis beam, disabling a target, and locking it down, making it incapable of interacting or be interacted with the outside world. For targets that get too close, they carry a Power blade to easily cut enemies in 2.

Inquisitors do not have the best armor, however, they compensate with speed and agility, as well as the ability to enter flight. When a Locrin'Noth Inquisitor enters Dark Mode, he/she looses the ability to fly. Outside of this, they have also honed their natural telepathy to unprecedented levels, creating a telepathic powerhouse. Ultimately, however when they are deployed is largely up to the ruling council, who the Inquisitors answer to. If the council knows demons of some sort, or incredibly powerful telepaths are involved, then Inquisitors are deployed to handle the situation.

Inquisitors are aggressive, and very protective of their peoples' ways. Considered the hand of the Council, the Inquisitors are willing to do even the most unspeakable acts to protect their empire. They are commonly found working with inquisition organizations within their creations' nations, including the Empath Organization of the Mendel Pact, and the Guardians of Purity of the GMSC.

Sky-Lord= Sky-Lords are a heavy hitting unit, and among the most elite Multus Esse units available. Acting in duels roles, the Multus Sky-lord can switch at will, or, it is a Locrin'noth and switching between modes of matter, must land in dark matter. Chosen among the best Multus Esse warriors, the Sky-Lords are the heaviest infantry hitters of their armies.
 * Role - Heavy air unit/Heavy Infantry
 * Weapons - Reflex Pulse Canon, Sky Claw
 * Defenses - Heavy armor and shielding
 * Races - All

Sky-lords, in the air, rain down a energy blast that can explode violently on impact, and for Locrin'noth, can fire three burning blasts at once. This turns them into highly mobile, durable artillery pieces, flying through the air to rain death upon their foes when they least expect it. When they land, Sky-Lords become powerful artillery/heavy infantry units, lumbering across the field to fire incredibly powerful, explosive shots at their targets, sending targets flying back, and shattering vehicle armor. On their free hand, they carry a Sky Claw, to handle the recoil of their gun, and to smash their foes in melee combat.

Sky-lords are a mostly female corp, and use their mighty military prowess to command the field and destroy smaller infantry, while also using their superior expertise to lead other forces. They are recruited from the most Elite Multus Esse warriors, and, due to this, share a rivalry of sorts with the Avenger Warriors. They commonly are used as guards for the Queen and the Council, and commonly are called the Shield of Multus, while their comrades, the Inquisitors are called the Blade.

Support
Telepath= Telepaths are a sect of Alimbic advisors whose task is to not only gather battlefield intelligence, but to assist combat units and heal injured units. Their essence powers are so great, they may merely walk near a unit to heal them, as long as they are aware of them.
 * Role - Battle Field support, Medics
 * Weapons - Energy Staff, Essence powers
 * Defenses - Essence shield
 * Races - Alimbic

Telepaths are Alimbic only due to their connection to Essence. Some of the more arrogant number among them claim to be Pure-Essence or Essence-based lifeforms, they are just as mortal, More or less, as any other race. Using their great telepathic abilities, they can corrupt an enemy, and see through his eyes, making them immobile, and, at the same time, able to slightly influence his/her mind, making them move back to base so they can get a feel for the enemies' position, numbers, and strength. If they feels the controlled enemy may reveal their existence, they can "silence" their brain, killing them. Using their abilities, they can cleanse targets of plagues and viruses, and use their staff to launch essence-based attacks at targets.

Telepaths depend upon their light armor, but also on their ability to form a protective shield around themselves. Telepaths are commonly advisors and members of the Great Council, and commonly are high ranking members outside of war. As such, when they are deployed, it is commonly in the early stages of battle, or near the end, as the more heated battle fields increase the chance of the Multus losing what few telepaths they have left.

Vehicles
Sentry= A fast moving transport, the Sentry may not appear the best transport for the Multus. It is a light skimmer at best, and not capable of taking a lot of fire from enemy units, and it's space may appear limited. However, the Sentry makes use of reality altering technology to ensure it has enough room to transport it's cargo, literally being bigger on the inside. As such, when transporting infantry, it allows them to channel their might into the pilot/gunner, allowing them increased speed and power when attacking.
 * Weapons - Matter canon
 * Defenses - Light shielding and armor

The Sentry is armed with a Matter Canon, through which the gunner will channel his inner might and determination to gun down his enemies, as well as channeling the powers of Light and Dark Matter that resides within him. As such, whatever state the army is in, will affect the powers of the Sentry, either granting them the ability to channel a burning beam of light, or blistering bolts of shadow.

The Sentry is fast moving, and, as such, can bring it's squads into the battle quickly, before enemies can shot it down. In larger scale battles, the Sentry will move ahead of Conqueror divisions and infantry platoons, offering fire support and weakening enemy squads and other units through repeated firing.

Conqueror= Conquerors are the main assault unit of the Multus Esse legions, deployed for their powerful attack and heavy armor. The Conqueror was the main weapon used in the many wars of the Multus Esse in their history of battles and conquest, being the cultivation of designs used by the Three founding members, and combining the best of all three. These tanks are relics of the begone days of the glorious Multus Esse empire, and many still remain after the Grox wars, despite the staggering losses incurred on the Multus.
 * Weapons - Pulse Canon
 * Defenses - Heavy armor

The Conqueror has one massive pulse canon, which fires a burning sphere of plasma, which explodes on impact, and bathes enemies in burning plasma. While this is their only weapon, the Conqueror also yields the ability to cover itself in a film of energy, and become a whirling ball of essence, sending out bursts of essence as it travels, and scattering enemy units that get in it's way.

The Conqueror has heavy combat armor. This weapon, specially it's ability to turn into a whirling mass of essence, made the Conqueror an important weapon among the Multus during their war against the Grox. While rare, they are still the most commonly used battle tanks by the Multus, both for their strength and power, even if they are a bit slow and bulky.

Peacebringer=
 * Weapons - 3 Pulse canons, tractor beam
 * Defenses - Heavy armor and shielding

Figment=
 * Weapons - Light laser canon, essence mines
 * Defenses - Light armor, stealth field