Light as Brightness
Brightness as Clarity
These Angels form the bulk of Aten's armies, wielding Light, Lightning and Fire in service of their Lord. As military forces, their skills for going unnoticed through humans is little, and as such they are used more on the front lines than in operations throughout the World.
Brightness as Eloquence
Priests of Aten go hand in hand with the ground forces, and are not peaceful or unarmed. Instead, they use their booming voices and shimmering presence to encourage their troops or disarm their opponents.
Brightness as Inspiration
Aten's Generals are masters of Might and Magic, beautiful beyond measure, and natural leaders. The oldest, wisest, craftiest of Aten's servants, there is no Archangel who has not spent centuries undermining and plotting against its rivals to seize more of Aten's favor.
Brightness as Deception
Cherubs are the weakest of Aten's Titanspawn. Though they appear like cute children, they in reality are small fanged demons with wrinkled skin, bat-like wings, and small, cruel eyes. The glamour common to all of Aten's Titanspawn is even more prominent with those Cherubs.
Brightness as Attraction
Not all Djinn fled or were destroyed when Hyperion was absorbed by Aten. Many decided to hitch their wagon to the new train in town. Forming the Conclave of the Illuminatus, these Djinn now work together with Aten to further his ambitions.
Brightness as Fanatism
The trickiest of Aten's Angels are sent out to the World to found cults and proclaim salvation through Aten. Planting the seeds that allow Aten's invasions to begin, these False Saviors are geniuses at manipulation and brainwashing.
Brightness as Lure
Brightness as Beacon
Brightness as Illusion
Though all of Aten's Titanspawn are familiar with glamours, Mask Makers are the true master of that elusive art. Teachers and scientists, Mask Makers work towards perfecting their art and ensuring that all of Aten's agents are undetectable and can perform their work without interruption.
Brightness as Reflexion
Not all of Aten's front-line fighters are Angels. The silver Shining Knights are expression of the infinite reflections of light, and as such wherever Aten's armies can be found, so can groups of these silent Knights, shimmering in and out of existence.
Brightness as Command
When Aten needs an army pacified in record time, he calls forth the Will Breakers. Native of the deserts of Aether, these creatures are the most naturally-gifted users of Heku in Aether, and take great pleasure in bending others to their will.
Light as Sun
Sun as Desert
Minor Titanspawn native of the deserts around Akhetaten, great numbers of these snakes roam the endless wastes of Aether.
Sun as Leadership
Golden Knights are the remnants of Hyperion's forces, now tribal nomads wandering and surviving through the Overworld. Some take up work with various Avatars, using their martial skills and natural leadership skills to take up positions of importance.
Sun as Nobility
After the defeat of Hyperion, Aten trapped his Djinn servants in lamps. Many were freed, lost or forgotten over the centuries, and end up in the most unexpected places. Lamp Djinn work together with whoever holds the lamp, but are not always happy about it. Nevertheless, they are honorable beings and will not betray the finder.
Sun as Devourer
Those formerly noble creatures have grown feral since their creator's demise. Untamed even by Aten, they now roam the deserts of Aether, hunting and feeding on whatever their jaws can crush.
Sky as Tempest
Tempest as Violence
Coatl are a tumultuous race, and not all are content to just travel through the Winds. Some decide that fighting by any means to ensure their supremacy and uncontested use of the Sky is the true calling of a Coatl. Wielding storm powers granted by their patron, these Coatl patrol Huracán's territory, on the lookout for easy prey.
Tempest as Strength
Not all of Amaunet's creatures can fly - the lowest, simplest servants of Huracán are Lightning Trolls, brutish creatures who crush obstacles with booming thunder rather than any kind of intellect. Trusted for nothing but simple tasks, they nevertheless pose a challenge if let loose on the World.
Tempest as Inevitability
The first Steel Coatl was a gift to Huracán from Dis Pater. The Stormlord quickly became very appreciative at their obediance and immunity to lightning. Nimble, silent, and numerous, these creatures have long lost any sense of thought and instead proceed to swoop in giant swarms to tear apart whatever they are aimed at.
Tempest as Ravage
For Huracán to continue on with his endless pursuit of domination, he needs an army. Huracán is no fool, and knows the constraints of organized combat. As such, he has devised a way to create and supply armies directly on the field. The towering Storm Broodlords, taking up the size of cities and surrounded by buzzing escorts, spawn throngs of Titanspawn, ensuring that the Storm never relents.
Tempest as Anger
Sky as Destruction
Destruction as Shattering
When Ouranos was neutered by Kronus, Typhon was left as the lone Avatar of the Sky's Destruction. Enraged, he created a race designed to destroy peace and calm, and spread rage and chaos over Amaunet. Today still, the Cloud Breakers are the greatest of Typhon's children, and the Cloud Layer constantly shakes under their wrath.
Destruction as Rage
These Myrmidons are the most common of Typhon's Titanspawn, originally created to meet Zeus' armies on the field in the Second Titanomachy. Riding the storms on top of solid Lightning, the Stormborn are spread out throughout Amaunet.
Sky as Calm
Calm as Discipline
Not all Djinn dwell in Aether. Even during Hyperion's reign, Djinn floated freely between it and the Cloud Layer of Amaunet. Cloud Djinn act as advisors and scholars for Ouranos' younger Titanspawn, and not one cloud city exists without Djinn to oversee its day-to-day functions.
Calm as Concealment
Calm as Promise
Sky as Stillness
Sky as Rain
Death as Journey
Journey as Punishment
When souls of dead people are brought to the Underworld, they follow the psychopomps sent to accompany them. But every now and then, some souls stay stubborn before death even when they are dead and try to escape the surveillance of their guides. Most of them end up lost in the Titanrealm, but the rest is caught and enslaved by minor Avatars…or made prisoners by Styx to act as ground forces.
Journey as Wandering
The Ethereal Drakes are the messengers of Styx. They ensure orders from Hermes' network are correctly relayed throughout all of Styx's realm and act as ambassadors with other major Avatars of Death.
Journey as Enrollment
Devoted to Styx, the Soulstealers are those responsible for the emprisonment of lost souls, which are turned into spawns known as Chained Souls.
Journey as Borders
Those spawns are the vanguard of Styx, guarding its borders and patrolling along the shores of the river to make sure souls do not escape but also - and mostly - defend said souls against all types of intruders.
Journey as Protection
Along with the Haunted Guardians, those Dragons chose to devote their existence in keeping the souls safe from any interference during their journey to the Underworld by covering the skies over the mythical river
Journey as Planning
They are the managers of the Soulstealers and those who take in charge souls brought by every psychopomps in the Overworld.
Journey as Exploration
The Undead Kings are Styx's way to secure outposts in the wild plains of Death. They are ruthless, strong and always looking forward to expand their mistress' influence.
Death as Inevitability
Inevitability as Significance
Dullahans are a type of fey from the Winter Court who has been corrupted and turned to the side of Grim Reaper long ago. They now serve as the Avatar's death messengers throughout the whole Cosmos, sending omens of their close demise to mortal and divine beings alike. Unfortunately, they are rarely understood and their omens are often discarded, but their presence is nonetheless rarely seen as a sign of good fortune - not that their sliced talking head is not helping with that matter. Despite the Grim Reaper's disappearance, the Dullahans never gave up their duty of death prophets and they usually do not involve themselves in politics, owing allegiance to none but the Grim Reaper herself.
Death as Coldness
Cold and Anhedony
The Cecuitzli are one of the main force of Itztlacoliuhqui. Taking the form of ice women with sharp scythes, their cold is not only a matter of temperature but of emotion. When the Cecuitzli come close, beings start to lose their connection to their emotion and are soon unable to feel anything life has to offer, wether it is the joy of fighting, the fear of dying or the pain of heartbreak. The spice of life seems to extinguish around the Cecuitzli until their opponents have lost the will to live, not out of despair, but out boredom… They feel empty, cold, dead inside. And the scythe of these titanspawn are welcomed as a liberation.
Order as Gravity
Gravity as Binding
The Binders are the most common and spread spawns of Atlas'. Insignificant but vital, they exist all over Kosmos and are part of the very existence of the titanrealm, which they hold together thanks to their abilities. They work mainly for Atlas' forces to help them shape the Avatar's realm, but some of them are also in partnership with Chronos - in order to maintain space-time in a relatively undisturbed state - or with Kronus. They are builders before anything else and thus hold no particular allegiance to any Avatar of Order. The Throne of Causality, their masterwork, is a testimony of their allegiance to Kosmos as a whole.
Order as Knowledge
Knowledge as Collective Unconscious
Coeus acknowledged the incredible diversity of the human mind since the days he was still a God wandering the World. When he turned Titan and joined Kosmos he created the Mind Librarians, powerful Wyrdseers able to scout the Wyrd in search of new ideas - inventions or ideologies alike - and record them into the eternal scrolls of Theta District. They are among the main source of Coeus' incredible extent of sustained knowledge and, like the ideas and concepts they are looking for, they are diverse in thinking but all driven their nature of searching for hidden information.
Order as Control
Control as Discipline
The Nacreous legions are the regular army and police of Kosmos and the main force of the Just Order. Acting in perfect coordination without a single word, their faceless bodies are as resilient as diamond, as heavy as lead and as fast as sound. As Kronus enjoys control, he has a specific link to each of his soldier. That allows him to maintain a firm grasp on Kosmos, but prevents him from creating too many of them.
The Nacreous Centurion are the commanders of the Just Order. Indistinguishable from the legionnaires in terms of aspect, they were created from powerful godly souls, who wandered too close to Kosmos. Therefore, they have a certain form of self-awareness, but remain adamant in serving Kronus' best interest. There are currently 12 Nacrous Centurion, one for each district of Kosmos, and each with the power to match a minor God.
Control as Oversight
The Ivory Sentinels are the eyes and ears of Kronus and the Just Order. One cannot control anything unless it perceives it, and the Ivory Sentinels make sure nothing escapes the Avatar of Control's power. Their cristalline bodies react to the slightest disturbance in the air or the ground and their eyes see through illusion and deceit with ease. They generally remain immobile, in seemingly random places of Kosmos, reporting and overseeing all activity calmly. At the slightest distrubance, a signal is sent to the nearest Nacreous Centurion who quickly dispatches a troup of Legionnaires on site. The Ivory Sentinels do not share a direct link with Kronus as his legions do, but their bodies are so extremely resilient, only a few have been able to destroy them. They generally never take offensive action.
Order as Law
Order as Time
Fire as Strife
Fire as Divine Retribution
Fire as Life
Night as Sleep
Night as Stars
Depths as Decay
World as Nature