Dawnwing Organization
A global military organization formed and overseen by the Global Purification Union to eradicate the Aberrant threat caused by Ash Blight Syndrome
- Liberators (soldiers)
- Liberations (military units and campaigns)
—Uniform Rank 4— (High Council)
High Commander – Rank 4 insignia; 16 years in service with at least 1 year as division commander
Amanda
- Leads and oversees the Dawnwing Organization along with the High Lieutenant, Division Commanders, and Commanders
- Organizes missions
- Leads the Dawnwing Organization on missions throughout Eridya, defending against threats that may arise
High Lieutenant – Rank 3 insignia; 16 years in service with at least 1 year as division commander
Petra
- A Liberator close to the High Commander who acts as their direct advisor and oversees the Dawnwing Organization whenever the High Commander is unavailable
- Organizes daily patrols and errands
- Is also a Division Commander
Division Commanders – Rank 2 insignia; 16 years in service with 3+ high-profile missions
- Liberators close to the High Commander and High Lieutenant who act as a council of advisors, oversee and train those under their divisions, and fill in for the High Commander and High Lieutenant should they be unavailable
- Including the High Lieutenant, there are seven Division Commanders total, one for each of the seven divisions
High Cavalier – Petra
- Oversees the cavalry division
High Paladin – Janus
- Oversees the infantry division
High Cleric – Sumia
- Oversees the medic division
High Pathfinder – Ashton
- Oversees the reconnaissance division
High Luminary – Fukumi
- Oversees the logistics division
High Evoker – Selial
- Oversees the magic division
Commanders – Rank 1 insignia; 14 years in service
- Zerandrel
- Lydia
- Asterion
- Makoto
- Keziah
- Cassis
- Lucian
- Neshira
- Ryusaku
- Chelsea
- Cephas
- Valerin
- Menelaos
- Liberators close to the High Commander, High Lieutenant, and Division Commanders who similarly act as a council of advisors, directly aid their respective Division Commander, oversee and train those under their divisions, and fill in for the aforementioned leadership positions should they be unavailable
- Are granted tiers 1 and 2 of their pactbeasts' elemental powers
- Oversee and lead Dawnwing Organization Liberations
Elite Liberators (7+ years of service)
- Are Liberators particularly renowned for their combat prowess and skill
- Are distinguished with unique titles and colored markings on their sigils
- Cavaliers (indigo) – cavalry
- Paladins (vermilion) – infantry
- Evokers (magenta) – mages
- Luminaries (amber) – logisticians
- Clerics (turquoise) – medics
- Pathfinders (chartreuse) – scouts
Senior Liberators (7+ years of service)
- Are older and often elite Liberators who have not yet retired, instead choosing to serve the Dawnwing Organization as long as they can
- Are highly respected and often have good bonds with Dawnwing Organization leadership
- Oversee and mentor younger Liberators, as well as fill in for Dawnwing Organization leadership should they be unavailable
- Lead Dawnwing Organization brigades, battalions, squadrons, batteries, platoons, or teams
—Uniform Rank 3—
Brigadiers – Rank 3 insignia; 12 years in service
- Are granted tier 1 of their pactbeasts' elemental powers
- Oversee and lead Dawnwing Organization brigades
Majors – Rank 2 insignia; 10 years in service
- Oversee and lead Dawnwing Organization battalions
Captains – Rank 1 insignia; 8 years in service
- Oversee and lead Dawnwing Organization squadrons
—Uniform Rank 2—
Sergeants – Rank 3 insignia; 6 years in service
- Oversee and lead Dawnwing Organization batteries
- Are in charge of training cadets
Lieutenants – Rank 2 insignia; 4 years in service
- Oversee and lead Dawnwing Organization platoons
Deputies – Rank 1 insignia; 2 years in service
- Oversee and lead Dawnwing Organization teams
—Uniform Rank 1—
Privates – Rank 1 insignia; up to 1 year in service
- Enlisted Liberators who have completed training
- Are sortied into Liberations, which can be further broken down into brigades, battalions, squadrons, batteries, platoons, and teams
Cadets – no insignia; up to 9 weeks in service
- Enlisted Liberators currently in training
- Train with their pactbeasts under their respective division commanders
- Are responsible for helping with tasks around Skyhaven
Outcasts
- Have various pactbeasts
- Wield various weapons
- Are misfits who either got in trouble with Dawnwing Organization leadership or did not get along with them
- Are openly ridiculed by other Liberators and often only referred to by derogatory nicknames
- Are discouraged from interacting with other Liberators and vice versa
- Are often sent to do the most dangerous, degrading, and menial missions and tasks other Liberators avoid
- Are distinguished from other Liberators by a storm-blue armband worn around the right arm
—Combat Branch—
Cavalry
Division Commander: Petra
- Have Pegasus (aerial) or Tarand (ground) pactbeasts
- Wield Dawnwing Glaive
- Enact close-order charges and defend troops from attacks
Abilities:
- Phalanx – Enhanced defense and physical strength
- Enhanced sense of touch
Infantry
Division Commander: Janus
- Have Simurgh (aerial) or Axehound (ground) pactbeasts
- Wield Dawnwing Katana
- Engage in general melee combat
Abilities:
- Valiance – Enhanced attack power, endurance, and reflexes
- Enhanced sense of taste
Magic
- Division Commander: Selial
- Have Aosagibi (aerial) or Kamaitachi (ground) pactbeasts
- Wield Dawnwing Wand
- Specialize in long-ranged magic combat, offering support from behind the front lines
Abilities:
- Are able to utilize all five elements (fire, water, wind, lightning, and shadow) at will
—Support Branch—
Logistics
Division Commander: Fukumi
- Have Shahbaz (aerial) or Tanuki (ground) pactbeasts
- Wield Dawnwing War Hammer
- Assist in the upkeep of supplies and maintenance
- Facilitate communication between soldiers on the front lines and leadership
- Conduct research to visualize, develop, build, test, and deploy new military equipment and technology
- Seek out and recruit new members into the organization
Abilities:
- Keen Eye – Instantly pinpoint an enemy’s weaknesses as well as instantly run complex calculations with enhanced precision
- Enhanced sense of sight
Medic
Division Commander: Sumia
- Have Caladrius (aerial) or Jackalope (ground) pactbeasts
- Wield Dawnwing Staff
- Heal the wounded on the battlefield
- Can also attack to defend themselves if necessary
Abilities:
- Life Sense – ability to sense the life force of other organisms and energy in surroundings, as well as heal via healing magic
- Enhanced empathy and sense of smell
Reconnaissance
Division Commander: Ashton
- Have Turul (aerial) or Firefox (ground) pactbeasts
- Wield Dawnwing Xiphos
- Scout terrain for potential campsites, enemy positions, intel, and other points of interest, as well as do other scouting tasks
- Infiltrate enemy territory to gather intel
- Communicate with each other to corroborate on intel as needed
Abilities:
- Fleetfoot – enhanced agility, silence, and speed in movement
- Enhanced sense of hearing
Team – 10
- 5 female & 5 male
- 2 from each continent
Leadership (1)
- 1 deputy
Soldiers (9)
- 2 calvary (1 aerial, 1 ground)
- 2 infantry (1 aerial, 1 ground)
- 2 mages (1 aerial, 1 ground)
- 1 logistician (aerial/ground)
- 1 medic (ground/aerial)
- 1 scout (aerial/ground)
Platoon – 20 (2 teams combined)
- 10 female & 10 male
- 4 from each continent
Leadership (2)
- 1 lieutenant
- 1 deputy
Soldiers (18)
- 4 calvary (2 aerial, 2 ground)
- 4 infantry (2 aerial, 2 ground)
- 4 mages (2 aerial, 2 ground)
- 2 logisticians (1 aerial, 1 ground)
- 2 medics (1 aerial, 1 ground)
- 2 scouts (1 aerial, 1 ground)
Battery – 40 (2 platoons combined)
- 20 female & 20 male
- 10 from each continent
Leadership (4)
- 1 sergeant
- 1 lieutenant
- 2 deputies
Soldiers (36)
- 8 calvary (4 aerial, 4 ground)
- 8 infantry (4 aerial, 4 ground)
- 8 mages (4 aerial, 4 ground)
- 4 logisticians (2 aerial, 2 ground)
- 4 medics (2 aerial, 2 ground)
- 4 scouts (2 aerial, 2 ground)
Squadron – 200 (5 batteries combined)
- 100 female & 100 male
- 40 from each continent
Leadership (20)
- 1 captain
- 4 sergeants, 1 being a vice captain
- 5 lieutenants
- 10 deputies
Soldiers (180)
- 40 calvary (20 aerial, 20 ground)
- 40 infantry (20 aerial, 20 ground)
- 40 mages (20 aerial, 20 ground)
- 20 logisticians (10 aerial, 10 ground)
- 20 medics (10 aerial, 10 ground)
- 20 scouts (10 aerial, 10 ground)
Battalion – 1,000 (5 squadrons combined)
- 500 female and 500 male
- 200 from each continent
Leadership (100)
- 1 major
- 4 captains, 1 being a vice major
- 20 sergeants
- 25 lieutenants
- 50 deputies
Soldiers (900)
- 200 calvary (100 aerial, 100 ground)
- 200 infantry (100 aerial, 100 ground)
- 200 mages (100 aerial, 100 ground)
- 100 logisticians (50 aerial, 50 ground)
- 100 medics (50 aerial, 50 ground)
- 100 scouts (50 aerial, 50 ground)
Brigade – 4,000 (4 battalions combined)
- 2,000 female & 2,000 male
- 800 from each continent
Leadership (400)
- 1 brigadier
- 3 majors, 1 being a vice brigadier
- 16 captains
- 80 sergeants
- 100 lieutenants
- 200 deputies
Soldiers (3,600)
- 800 calvary (400 aerial, 400 ground)
- 800 infantry (400 aerial, 400 ground)
- 800 mages (400 aerial, 400 ground)
- 400 logisticians (200 aerial, 200 ground)
- 400 medics (200 aerial, 200 ground)
- 400 scouts (200 aerial, 200 ground)
Liberation – 20,000 (5 brigades combined)
- 10,000 female & 10,000 male
- 4,000 from each continent
Leadership (2,000)
- 1 commander
- 4 brigadiers, 1 being a vice commander
- 15 majors
- 80 captains
- 400 sergeants
- 500 lieutenants
- 1,000 deputies
Soldiers (18,000)
- 4,000 calvary (2,000 aerial, 2,000 ground)
- 4,000 infantry (2,000 aerial, 2,000 ground)
- 4,000 mages (2,000 aerial, 2,000 ground)
- 2,000 logisticians (1,000 aerial, 1,000 ground)
- 2,000 medics (1,000 aerial, 1,000 ground)
- 2,000 scouts (1,000 aerial, 1,000 ground)
General
1. Remain loyal to your station and do not desert your post under any circumstances unless given direct orders by your superiors to do so. If you are required to leave for an extended period of time, you must give your superiors three months’ advance notice. Deserting will be met with the harshest punishment, up to and including discharge from the organization.
2. Obey all orders from your superiors without question. If even one Liberator fails to do their part, the whole operation will be at risk.
3. Treat your superiors with respect, including saluting and responding promptly when addressed. Use of foul language in front of or directed towards a superior will not be tolerated.
4. The safety of all Liberators is more important than that of an individual soldier.
5. It is considered a privilege and an honor to be a Liberator. Take pride in your duties and do not abuse your status.
5. Liberators are eligible to retire at the age of 65, though they are free to continue serving as long as they are able. If a Liberator chooses to retire, they and their family will receive a pension equal to 75% of their salary during active duty.
6. Should a Liberator be permanently disabled as a consequence of serving in combat, they and their family will be recompensed with disability pay equal to 80% of their salary during active duty.
Daily life
1. Liberators shall be paid every two weeks or as the situation allows.
2. Liberators are given three meals a day. One is forbidden from consuming more than their given ration.
3. Possession and consumption of alcohol at any time is forbidden. Any discovered alcohol will immediately be confiscated.
4. Liberators sent on supply missions are forbidden from consuming any of the supplies they gather before they return.
5. Liberators must wear their Dawnwing Uniform and have their equipment (mainhand weapons, Magicaster and Holster, Connection Orb) on hand and in top condition at all times.
6. If any Liberator turns Aberrant, they are to be dispatched immediately to prevent further casualties and infection.
Cadets
1. Cadets must be at least fifteen years of age to be inducted into the Dawnwing Organization organization.
2. All cadets must partake in the Bonding Ceremony and summon a pactbeast in order to be inducted into the Dawnwing Organization organization.
3. Pets are not allowed at Skyhaven due to the risk of disease and aggression towards other Liberators and pactbeasts. If a cadet arrives with a pet, they will be ordered to release their pet before they can partake in the Bonding Ceremony.
Pactbeasts
1. You are responsible for caring for and training your pactbeast. It is expected that you treat your pactbeast with respect and that you train them to interact with other Liberators and their pactbeasts in a respectable manner. Abuse and neglect will not be tolerated.
2. Once summoned, pactbeasts are bound to their summoner as long as they remain in the organization and cannot be transferred to another individual. Additionally, the Bonding Ceremony cannot be redone once completed.
3. Liberators can only have one pactbeast at a time.
4. Should a Liberator die while their pactbeast lives, their Genesis Brace will be returned to the organization and reset, and their pactbeast retired. Should the reverse happen, the Liberator shall be recompensed with another pactbeast of the same kind; rarely they may be asked to change to a different role and be retrained as such, as well as given a new pactbeast to fit that role.
5. Pactbeasts and their Genesis Braces are organizational property. Should a Liberator leave the organization in any way, whether it be via defection or discharge, their Genesis Brace shall be returned to the organization, their bond with their pactbeast permanently and irrevocably severed, and their pactbeast retired.
Leadership and line of succession
1. Should the current High Commander be incapacitated or retire, the role shall pass to the High Lieutenant. The new High Commander must choose their successor among the remaining Division Commanders before nightfall.
2. Should the current High Lieutenant be incapacitated or retire, the High Commander must choose a replacement among the remaining Division Commanders before nightfall.
3. Should both High Commander and High Lieutenant become incapacitated or retire, two of the remaining Division Commanders shall take on their respective roles.
4. Should any of the above happen, or should a Division Commander be incapacitated or retire, a new Division Commander must be chosen among the remaining senior officers in the impacted division before nightfall.
5. A High Lieutenant must have served as a Division Commander for at least one year and is required to continue mentoring those in their division.
6. A Division Commander must have successfully completed at least three high-profile missions.
Relationships with others
1. If one defects from the organization or is dishonorably discharged, they will be permanently blacklisted as outsiders and traitors to be killed on sight.
2. Medics must treat all members equally, regardless of personal history or faction.
3. No Liberator can neglect someone in pain or danger, even if they are from an enemy faction.
4. Do not needlessly hurt or kill others unless they are outside the law or if it is necessary for self-defense.
- Scolding
- Public humiliation
- Assigning extra training
- Suspension from training
- Assigning menial or demeaning tasks below one's station (i.e. outcast-specific or logistician-/medic-specific maintenance tasks)
- Reassignment to undesirable or dangerous posts
- Docking and withholding of pay
- Reduction of rations
- House arrest without pay
- Imprisonment
- Demotion of rank
- Dismissal from a Liberation and demotion to outcast
- Corporal punishment (outcast only)
- Discharge
House Arrest/Imprisonment
- Liberators are confined to Skyhaven, their base of operations, or campgrounds (house arrest) or prison (imprisonment) without pay and are forbidden from leaving for any reason without their commanding officer’s approval
- Detainees are outfitted with silver and blue ankle monitors that track their location at all times and can inject a serum that puts them to sleep if they were to act aggressively or attempt to escape
- Detainees are forbidden from participating in training, deploying on missions, or accessing any facilities without their commanding officer’s approval
- Detainees are isolated from their fellow Liberators and are stripped of their weapons and Genesis Braces, with their Connection Orbs being restricted to communication with their commanding officer only
- Detainees’ pay is withheld for the entire time they are under house arrest or imprisoned
To eradicate the Aberrants and Ash Blight Syndrome and save humanity with the aid and blessing of the Survivors
Outposts – Zodiac constellations
- Aries
- Taurus
- Gemini
- Cancer
- Leo
- Virgo
- Libra
- Scorpio
- Sagittarius
- Capricorn
- Aquarius
- Pisces
- Ophiuchus
High Council is split into two trios:
Petra, Janus, and Selial oversee the Dawnwing Organization
Sumia, Ashton, and Fukumi oversee the Global Purification Union
There were two separate instances of the Dawnwings throughout Eridyan history. The first instance was during the Twilight War, where the Dawnwings acted more as a global militia with its members fighting with whatever weapons they had on hand. However, the group – particularly their leaders – were plagued by infighting which made it easier for Ashika and Sen to manipulate them. As a result the old Dawnwings nearly fell apart and it took the deaths of the Five Fallen’s Champions (and a stern scolding from the Five Fallen themselves) to unite them.
Finally the old Dawnwings were able to beat back the rogue Guardians, though not without millions of military and civilian casualties and much of the five continents being destroyed. The leaders of the old Dawnwings – particularly Cera's former Champion, Ameliana, were devastated by the losses and blamed themselves, praying their descendants would not repeat their mistakes.
Ultimately, the former Dawnwing Champions perished five years after the end of the Twilight War as the aftereffects of borrowing their Guardians' power during extensive combat took its toll on their bodies. Their memories were thus sealed in their respective Guardian's talisman/Legatus in hopes of passing their wisdom on to future generations. As a result of their deaths, the Dawnwings lost sight of their initial purpose and quickly descended once again into the familiar infighting that plagued them, ultimately dissolving altogether as they splintered further and further apart.
As a result of inheriting her predecessor's memories and witnessing the horrors of the past, Amanda is desperate to keep the Dawnwings alive and end the war at all costs while avoiding their predecessor's mistakes; as a result she and her fellow Champions reformed the present Dawnwings into a formidable global military organization with defined hierarchies and rules in order to present a unified front, and ruled with an iron fist in a desperate attempt to maintain said control and unity.
The current Champions, aware of the risk that came with borrowing more of their Guardians' powers than they can handle, created strict rules around rationing their power and thus appointed commanders to lead Liberations in their stead, with the Champions only intervening if absolutely necessary.