Cora
The Holy Alliance of Cora is a theocracy whose history is made of religious wars, heretic hunts and endless reforms. Centuries of strife split the Cora into many cults and sects, but today one faith unites them — in Decem, the Creator who turned Oblivion into Perfection. His greatest gift to his people is the Dark Force that the whole might of the Alliance rests on.
Society and way of life
- Faith above all. Nothing matters more to a Cora than Decem's will and blessing. They do not marry: a family could stand between the believer and the god.
- Balance at any price. The Cora guard the order of nature Decem made and stop at nothing — from bribes and secret murders to open war.
- Enemies of the faith. Accretia, turning nature into fuel, and the Bellato with their machines are blasphemers to the Cora, and must be stopped.
Army
Every caste fights except the lowest, which supplies the army. Dark magic gives the Cora the power of summoning: making what they need out of nothing and moving people and things in an instant, so no army matches the Alliance in supply and movement. Even someone from the lowest caste can become a dark priest if they master magic better than anyone.
Animus — spirits that only the Cora can summon. Only a mystic who has reached the highest spiritual insight can bind an animus.
Cora in the game
- HQ: Cora HQ — in a marshy lowland among thick forest, south-east of the talic mines.
- Race money: Disena.
- Bosses of their lands: the "Cora" tab.
Classes:
- Warrior → Crusader, Knight → Zealot, Paladin, Templar;
- Ranger → Archer, Hunter → Marksman, Sleeper, Redeemer;
- Mystic → Magus, Summoner → ArchMagus, Reave, Faust — summoners call animus;
- Specialist → Craftsman → Artisan.
