The great battle between divine envoys unfolded amid the sea of fire in the sky.
Both sides consisted of countless divine envoys, yet their styles could not have been more different.
One side was clad entirely in ferocious black full-body armor, wielding two-handed greatswords. Their heavy armor bristled with spikes, whether for decoration or brawling, no one knew. A skull was set into each sword's hilt—and if one listened closely, the skulls were actually wailing.
These were the God of Fear's divine envoys. Their names were simple: "Fear Envoys," or "Fear Knights." Though they did not actually have mounts, they could fly. The air itself was their mount.
They might have looked somewhat cumbersome, but they were in fact extremely nimble—and powerful.
Powerful. That was what mattered most.
Their strength was enough to contend with legendary giant beasts, while their speed put even bolts fired from powerful crossbows to shame. Though their martial skill was not especially outstanding, their appropriate command of magic made up for this shortcoming—when necessary, these figures who looked like heavily armored knights could cast spells as well. They did not possess many spells, but they had roughly every category covered: offense, defense, movement, strengthening themselves, or weakening enemies—there were spells for all of it.
That was enough. More than enough.
For killers who roamed battlefields, the vast majority of the numerous spells mastered by professional mages were meaningless—not useless, but not particularly necessary. Especially when those killers also wielded divine power and could use it to obtain whatever effects they needed when the time came, many of the more obscure spells lost even more of their value.
They could enhance their own strength, speed, attack power, or defense. They could directly use magic to attack enemies from afar. They could also join forces to unleash