Anor

Anor is a half-dark-elf necromancer who leaves the northern town of Nuridot after its persecution awakens the power inherited from his mother. Initially timid and ashamed of a lineage associated with death, he becomes one of Crockta and Tiyo’s closest companions, using the dead to defend communities without claiming that necromancy restores their souls.

Biography

The Northern Cities and Great Clan War

Anor grows up in Nuridot as the son of a dark elf and a human, treated as an outsider because of his mixed blood. His closest companion is Third Dragon, a drake-wyvern hybrid rejected in much the same way. Anor brings the creature toward Luklan to escape harassment and is struck by how readily Crockta and Tiyo are welcomed despite being strangers. When the travelers lodge with him, Crockta’s attention feels like the concern of an older brother and exposes what Anor has been reluctant to admit: he wants to leave Nuridot rather than spend his life asking it to accept him. (Chapters 82–83)

The Great Clan’s attack forces that private wish into a crisis. Ordered to shelter, Anor instead takes an old dagger from his drawer and resolves to act for himself. At the town hall, Nakai nominates him as the person to surrender, and none of the residents objects when Karmat twice asks whether anyone wants to save him. Nakai then tries to kill him. Anor kills Nakai with the dagger and attacks Karmat even though he cannot win. Third Dragon arrives to protect him and is killed, after which Anor remembers his mother’s warning that he may have to give up being an elf if society will not let him live as a good one. He cuts both long ears, and the forbidden power in her blood awakens. (Chapters 84–85)

Black death energy raises Nakai, Third Dragon, and the slain Great Clan orcs under Anor’s control. He reverses the fight at the town hall and then joins the outer battle, where Crockta can kill advancing orcs while Anor turns their bodies against the survivors. Nuridot immediately shifts from condemning him to asking for protection, but he rejects its opportunism. His retaliation is not entirely merciful: he deliberately leaves some enemies alive so that the townspeople must fight for themselves, and regards the resulting casualties as an added benefit. Nadia acknowledges the town’s responsibility and lets him go; Anor leaves with Crockta and Tiyo rather than remain among people who only value him when his feared power is useful. (Chapters 86–88)

Anor is still frightened by necromancy after leaving. Gushantimur explains that the lineage began as an old god’s mercy toward those suffering separation from the dead and that Anor’s present ability merely raises and controls bodies rather than returning their souls. A lich in Gushantimur’s home trains him to handle bones and face death directly. The instruction gives Anor more precise control and a small wand through which he can channel dark power, but the decisive obstacle is emotional: his teacher tells him that a necromancer who fears death must learn to become its friend. (Chapters 89–96)

Travel gives Anor repeated opportunities to define himself outside Nuridot. He stops concealing the scars where his ears were cut and refuses a chance to remain beneath the world tree because he has chosen to go to the continent with Crockta and Tiyo. Their battles make that choice reciprocal. Anor helps stabilize the wounded, raises bodies in defense of northern settlements, and supports Crockta after dangerous fights; the three come to understand themselves as friends, family, and a band of brothers rather than allies held together by convenience. (Chapters 93, 98, 105, and 113)

At Nameragon, Anor animates the preserved skeleton of the mutant wyvern Boro. He cannot restore Boro’s soul, but he searches the traces left in the bones, finds the creature’s old desire to fly, and gives that desire motion. Boro carries the party to Juora, where the strain of maintaining it prevents Anor from freely raising additional corpses. As the war intensifies, his limited reserves leave him exhausted even when only a handful of undead are holding nearby enemies. He nevertheless uses monster remains to reconstruct damaged buildings rather than disturb the recent war dead. A second period of training cures his fear of skeletons and zombies, and he leaves the north as a more confident necromancer whose power and chosen companions are now parts of his identity. (Chapters 116, 118, 124, and 128–131)

The South and the Heaven and Earth Conflict

The continent first reaches Anor through ordinary pleasures. Quantes’ hot water, street performances, opera, clothes, and food delight him because Nuridot offered so little of that wider life. His curiosity coexists with hard-earned caution: he recognizes a predatory lending scheme because he knows how the strong pressure the weak, and he reminds Tiyo that war is not a game after their northern experience. On the road south he helps frightened bandits back to their feet once Crockta spares them, listens to the displaced villagers’ circumstances, and grows comfortable enough to tease his companions rather than merely follow them. (Chapters 132–146)

In Alaste, Anor is publicly treated as Crockta’s companion rather than a follower. He watches Crockta’s duel secure the city’s promised independence and politely refuses the women who approach him during the celebration. The empire then breaks that agreement, destroys Alaste, and kills the people who welcomed them. Anor shares Crockta and Tiyo’s anger at a regime that treats inhabitants as consumable resources, and the trio abandons its leisurely journey to oppose the empire’s expansion. (Chapters 147–154)

Anor and Tiyo separate from Crockta to join the resistance at Espada, where they help defend communities that refuse imperial rule. They later arrive on a small bone wyvern to extract Crockta and Kumarak from an encircled city. When the weak skeleton can no longer fly, Anor raises dead militia members to frighten and delay Rommel’s pursuing soldiers, then supports the wounded Crockta on the road to Katalu. The resistance credits both companions with substantial help. Once Katalu survives, Anor senses death-related energy at a memorial temple and joins Crockta in accompanying Tiyo toward the next clue in the search for Hedor. (Chapters 154, 156, 166–167, and 180)

God Slayer and the Road Back to Orcrox

On the western road, Anor’s relation to death is no longer limited to turning bodies into weapons. After the party fights goblins, he prays and uses an unfamiliar necromantic power to scatter the dead spirits, giving them rest instead of retaining them. He still dislikes looking at frightening remains and sometimes needs prompting before using his bones against forest monsters, but he acts when the group needs him. When the gods’ order to exterminate Crockta and the orcs becomes clear, Anor remains with the threatened companions rather than treating their conflict as a reason to resume a safer journey. (Chapters 182–185)

Anor’s physical endurance does not match the party’s stronger fighters. He falls behind during the rush toward a thunderbird’s nest and tries to create a large undead mount, only to produce a bone sparrow small enough to sit on his head. The apparent failure becomes useful: the sparrow develops enough responsive behavior to scout ahead, and its movements help lead the party toward a hidden pyramid. Anor also senses the death-associated presence inside before entering. Afterward he strokes the sparrow and voluntarily returns it to death, showing that an animated creature need not be kept as a permanent possession. (Chapters 190 and 192–195)

Inside the pyramid, Abaddon recognizes the source of Anor’s inheritance. He explains that necromancy descends from the death-working species that followed the Fallen God and was later erased from history as “demons”; Anor’s mother carried a distant trace of that blood. The explanation connects Anor’s family power to a forgotten people without making him their servant. By the time the group reaches Orcrox, his deeds have earned the public title “Death’s Ruler,” though Anor is uncomfortable with its grandeur and notes that he has used necromancy sparingly on the continent. He enters the city as Crockta’s colleague and a recognized combatant in the defense to come. (Chapters 194–200)

The War of the Gods and the Grey God

Anor stands with the orcs when the expedition and its gods attack Orcrox. His presence reflects a deliberate allegiance: he is neither an orc nor a subject of the divine message’s original grievance, but the companions and communities threatened by it are his own. At first he holds his power back while Tiyo fires into the advancing forces, allowing bodies to accumulate and preserving his strength for a larger intervention. (Chapters 201–207)

When he acts, Anor sends dark energy through the soil like a spreading infection and raises dead expedition soldiers and orcs across the battlefield. The undead grab, bite, and terrify the living, disrupting troops whose divine blessings had suppressed ordinary fear. The God of Light destroys them with divine light, and the effort leaves Anor staggering. He and Tiyo continue by combining brief resurrections with weakened gunfire, but divine power interferes with Anor’s control and repeatedly returns the corpses to rest. The sequence demonstrates both the battlefield scale he has reached and the cost: he can influence a large field, but cannot sustain it against gods or endless resistance. (Chapters 207 and 209)

A god condemns Anor’s “dirty bloodline” and throws a light spear at his heart. Tiyo pushes him aside and takes the wound, then continues fighting even when both companions are nearly spent. Later, during the struggle against the Grey God, Anor suffers a severe abdominal wound and barely remains conscious until Tashaquil applies healing magic. Anor survives to see the world saved. At Crockta’s departure, he suppresses his tears, thanks the warrior for saving him, and promises never to forget; their embrace closes the journey that began when Crockta first recognized the outcast’s desire to leave Nuridot. (Chapters 209, 223, and 226)

Years later, Anor happily continues Tiyo’s search for Hedor, with Driden joining their travels and Tashaquil helping them find Antuak. They cross unmapped islands, unknown mountain ranges, and unfamiliar monsters before learning that Hedor passed beyond their dimension. Anor initially helps restrain Tiyo’s immediate enthusiasm for following, but releases him as soon as Earth is identified as Crockta’s world. Friendship resolves the choice: the group commits to collecting the relics needed for dimensional travel so they can find Hedor and reunite with Crockta. (Chapter 228)

The Great Monster Era

Anor reaches Earth with Tiyo, Driden, and Tashaquil and comes under Choi Hansung’s protection while authorities arrange identities for them. He is fascinated by vehicles, towers, electric light, and the scale of Earth’s cities, recognizing that the new dimension is far more technologically developed than his own. The group’s arrival is not a sightseeing trip, however; they immediately sense a gate and learn that monsters from another dimension are threatening the people around it. (Chapter 230)

After seeing Earth’s hunters and the danger they face, Anor remains with Crockta’s former companions as they cross the planet toward him. He asks whether their pursuit of Hedor is being abandoned, and accepts Tiyo’s answer that finding his father can wait. Crockta saved their world from the Grey God, while Earth now needs the same kind of help; repaying that debt and reaching their friend take priority over the search. (Chapters 231–234)

At Uluru, Anor arrives moments before Crockta and Garuda enter the gate to Bagamadra’s dimension. Crockta recognizes his gentle voice despite the changed setting, and Anor reacts to Crockta’s human appearance with delighted surprise. There is no time for a detailed explanation, but when Crockta asks the reunited group to accompany him into an unknown and dangerous world, Anor agrees because it is Crockta’s request. He ends the supplied corpus beside the companions he chose in the north, crossing another dimensional threshold to oppose Bagamadra and discover that Hedor is already involved in the same struggle. (Chapter 236)

Appearance and personality

Anor is a tall, slender young man with tanned or brown skin, black hair, and clear eyes. His dark-elf ancestry makes him exceptionally handsome; once his bushy hair is arranged and he changes out of his worn northern clothing, observers compare his looks to those of a celebrity. He commonly wears a gray hooded robe whose shadow hides much of his face and restores the ominous appearance he associates with a necromancer. (Chapters 133, 141, and 175)

The defining marks on his body are his shortened ears. Born with a dark elf’s long ears, Anor cuts both during Nuridot’s attempt to sacrifice him, leaving visible scars and ears closer in length to a human’s. He later refuses to hide them. Accounts on Earth say that Anor and the other arrivals resemble humans, but the corpus does not establish a separate detailed Earth form or stable eye color. (Chapters 85, 98, 194, and 230)

Anor begins timid, lonely, and quick to expect rejection. Fear makes him hide behind stronger companions, while anger often appears as blunt profanity that Crockta has to interrupt. He is also compassionate: he identifies with mistreated creatures, questions easy killing, prays for the dead, and can reassure people frightened by Crockta’s appearance. His response to Nuridot reveals a harsher capacity, since he takes satisfaction in forcing former persecutors into danger after they try to sacrifice him. Later confidence does not erase fear or bitterness, but gives him more control over both. (Chapters 82–89, 133, 141, and 182)

Away from Nuridot, Anor becomes curious, teasing, polite, and intensely loyal. He delights in unfamiliar culture, gently manages Tiyo’s excesses, refuses admirers without humiliating them, and can criticize his friends when they trivialize war. He still complains about exhausting or frightening journeys, yet repeatedly follows once a companion truly needs him. His final decision to cross dimensions for Crockta expresses the mature form of the desire that first drove him from Nuridot: not escape for its own sake, but a freely chosen life among people who recognize him as Anor. (Chapters 105, 113, 132–150, 180, 228, and 234–236)

Skills, powers, and limitations

Anor’s necromancy is inherited through his mother’s distant connection to the species that once served the Fallen God. The corpus distinguishes that lineage from ordinary spell study and from demonic allegiance: the sealed lineage awakens when he cuts his long ears during Nuridot’s crisis, and Anor then decides how it is used. Its central limitation is equally explicit. Necromancy links life and death and can move what remains, but it does not restore a departed soul. (Chapters 85–90, 116, and 194)

Corpse animation and control

Anor’s foundational ability sends dark energy into dead bodies and places them under his direction. Freshly slain dark elves, orcs, humans, animals, and monsters can rise with their existing physical structures and attack, restrain, carry, or perform labor. Because every enemy killed can become another body, this creates a compounding advantage in group battles. At Nuridot, Crockta’s kills immediately reinforce Anor’s side; during the divine war, power spread through the earth raises corpses over a much larger area at once. (Chapters 85–87 and 207)

The bodies remain bodies rather than resurrected people. Their condition matters: damaged or weak skeletons cannot perform what a complete creature could, and a small bone wyvern collapses after a short extraction flight. Maintaining undead consumes Anor’s finite strength. Boro alone initially leaves little power for more bodies, and later a handful of active undead can exhaust him. Holy light can dispel them immediately, while the gods’ power disrupts Anor’s energy even when he briefly raises new corpses. (Chapters 116, 118, 124, 167, 207, and 209)

Residual traces and specialized undead

With Boro, Anor demonstrates control more refined than moving an empty skeleton. He directs necromantic energy into the creature’s core and searches residual grudges, memories, and desires left in the remains. He finds Boro’s wish to fly again and shapes the animation around it, allowing the wyvern to respond with apparent intent and carry passengers. This is not a restored soul or a complete revival; it is cooperation with traces that death left behind. (Chapter 116)

Anor later adapts the same art to smaller or specialized forms. He reconstructs buildings with monster bones rather than violating the recent war dead, raises a small bone wyvern for transport, and creates a bone sparrow that scouts, reacts to companions, and follows death-related energy. These forms are situational and limited by available remains, structural strength, and Anor’s reserves. He can also release them voluntarily, as when he returns the sparrow to death instead of keeping it animated. (Chapters 128, 167, and 190–195)

Death perception and release

Anor can sense energies associated with death and necromancy. This perception draws him to Katalu’s memorial temple and later lets him recognize a presence connected to his power inside Abaddon’s pyramid. The sense establishes a direction or familiarity rather than a complete explanation: at the pyramid he knows something is present but cannot identify it until meeting Abaddon. (Chapters 180 and 192–194)

His power can also dismiss rather than bind the dead. After a forest battle, Anor prays and scatters the spirits of the slain with necromantic energy, instructing them to enter nirvana. The text calls the mechanism an unknown power and does not define its range, conditions, or relation to the bodies he animates. It nevertheless establishes that Anor’s mature practice includes giving rest as well as borrowing remains. (Chapter 182)

Training, combat judgment, and physical limits

Anor’s first lethal act is committed with a dagger, but the corpus does not develop him into a sustained melee fighter. His primary combat judgment lies in selecting useful remains, preserving strength until enough corpses are available, and coordinating with allies whose attacks create or protect those resources. Training with the northern lich improves his fine control and removes his terror of bones; experience later allows him to hold his power back until it can disrupt an entire battlefield. (Chapters 85, 90–96, 130–131, and 207)

He remains physically less durable than Crockta, Tiyo, and the party’s legendary fighters. He falls behind during strenuous travel, can panic in sudden close attacks, and is vulnerable while concentrating. Large animations, multiple corpses, or prolonged resistance make him stagger or lose control, and a direct divine strike nearly kills him. Anor’s reputation as the Ruler of the Dead therefore describes the reach of his specialized magic, not general invulnerability or command over every dead being. (Chapters 141, 190, 200, 209, and 223)

Power progression

Stage / Realm / AbilityChapter(s)Notes
Sealed necromantic lineage awakened85Cutting his long ears during Nuridot's crisis releases inherited necromancy, allowing dead bodies to be animated while explicitly not restoring their departed souls.
Battlefield-scale necromancy207Spreads power through the earth to raise corpses across a divine battlefield at once, earning the title Ruler of the Dead while remaining vulnerable to exhaustion, holy light, and direct attack.

Relationships

  • Crockta: Crockta recognizes that Anor wants to leave Nuridot, treats him as a person rather than a forbidden weapon, and gives him the security of an older brother and chosen family. Anor credits Crockta with saving him, follows his example across the continent, and crosses dimensions to stand beside him again. (Chapters 82–131, 226, 228, and 236)
  • Tiyo: Tiyo is Anor’s closest peer and frequent comic rival. They tease, argue with, and protect one another; Tiyo takes a divine spear meant for Anor, while Anor later follows Tiyo through years of searching for Hedor and into another dimension. (Chapters 82–209 and 223–236)
  • Third Dragon: Anor’s first companion is a rejected drake-wyvern hybrid with whom he identifies. Its death while protecting him triggers his necromantic awakening, and the loss remains the clearest symbol of what Nuridot’s cruelty cost him. (Chapters 82–88)
  • Gushantimur: Gushantimur reframes Anor’s inherited power as an old mercy rather than a curse and provides the setting in which a lich trains him. That instruction gives Anor a usable account of his power without denying its connection to death. (Chapters 89–96 and 130–131)
  • Abaddon: Abaddon identifies Anor’s necromancy as a surviving trace of his forgotten species’ ability. Their meeting gives Anor a deeper ancestry than the shame inherited from Nuridot, although the species’ name remains unintelligible to him. (Chapter 194)
  • Driden: Driden joins Anor and Tiyo after Crockta’s departure. The three travel for years through dangerous and unmapped places in pursuit of Hedor, then reach Earth and reunite with Crockta together. (Chapters 228–236)
  • Tashaquil: Tashaquil heals Anor’s near-fatal wound during the Grey God battle and later helps his group locate Antuak. Their continuing association carries Anor from recovery into the dimensional expedition. (Chapters 223, 228, and 230–236)

Items

No notable personal item belonging to Anor is established in the supplied corpus.