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world_history_lore [2025/06/15 21:46] – [Main Factions of the Republic] bunnyworld_history_lore [2025/06/18 20:40] (current) – [World Concepts] bunny
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-====== RETURN OF MAJOR REPUBLIC FACTIONS: ======+====== Return of Major Republic Factions: ======
  
  
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 <-- <--
  
-====== Geography and Important Locations ====== 
  
-<fs xx-large>Vitaveus: Western Territories</fs> 
--->Kaduraas# 
  
-<fs xx-large>Geography</fs> 
  
-What was once a land of towering trees and fertile soil is now a landscape brought under flame and blade.  Kaduraas now exists as a desolate land, a scar upon Vitaveus and a reminder to its people. Kaduraans huddle to the husk of a few standing outposts under the purview and ever watchful eye of the Venerated Republic, yet to do so is futile - Kaduraas is nearly completely lost to the horrors of the Torment. One of the last of these veritable bastions for humanity found within this once beautiful land is Antongrad.  All roads from the West lead through Antongrad, and it acts as not only a beacon of hope from those trying to escape the hellish expanse, but also as a reminder that the Venerated Republic will stand in defiance of even overwhelming odds, until the very last man alive. 
  
- +====== World Concepts ======
  
-<fs xx-large>History</fs> 
  
-Kaduraas was one of many territories under the ancient rule of the Collatian Dynasty, standing tall for centuries before the might of the Venerated Republic struck down its heretical teachings and those who would spread them in the hearts of men during the Reckoning.  Much of the teachings of the Kaduraan people have been put to the flame, as many of their works were deemed blasphemous and highly heretical by the Clergy of the Decusian Faith. Due to this, what little has survived the flames is solely found in the form of oration and the memory of the spurned.  One rather infamous tale that is often shared is the betrayal the Kaduraans suffered at the hands of the Teramer people. For it was the Teramerians who gave the Republic safe passage, fed and armed their Templar with Collatian iron, and allowed them take to blade and flame to the Kaduraan people completely unhindered. Because of this wretched betrayal, Kaduraan and Teremerians still hold ill will against one another, despite such treachery having been wrought centuries ago.+-->Technology & Science#
  
-Kaduraas had once been a fertile land, settled between Teramer and Collatia proper, with abundant forests ranging from taigas to wet tropical uplands. However, the once-bountiful territory has been reduced to ashes in many places, the ending years of the Reclamation having used it for countless front-line battles and skirmishes. In many places, even hundreds of years later, the earth itself is still scorched for miles upon miles, with vegetation, trees and plant-life seemingly refusing to grow back in silent protest of the thousands of gallons of blood spilled upon the cursed soil. In modern times, the concentrations of population in Kaduraas spotted the map of the territory, namely settled around it's various rivers and waterways where at least a semblance of nature has been able to grow back.+<fs xx-large>Theoria Humoris</fs>
  
-Traditional Kaduraan people are a lithe and wirey bunch, with dusky skin and darker pigments of hair, with brown to green colored eyes.  However, many of the Kaduraan people are of mixed blood, interbreeding with those from the East that now occupy their once proud nation; a nation that was reduced to nothing more than ash and dried blood long before the Torment ever came to be The few larger Municipalities that existed in the territory prior to the Torment were merely alive due in part to their Republic garrisons they heldof which were heavily fortified with the means of sustaining themselves inside. Everything from crops and livestock were often grown and raised within these wallswhile metals, medicinal supplies and religious goods were brought in through heavily guarded caravans Life was  uncomfortable even within these walls, as everything was rationed to its registered citizenry. Those wayward fools who passed through such garrisons often had to give up a great deal of wealth to even purchase a mere piece of stale bread from those who already have too little to even feed themselves; thus, Kaduraans are often looked upon with a sense of scorn in these modern times.+Like all things within the Venerated Republic the practice and application of medicine is both heavily tied into and regulated by the Venerated Church and its teachings. The basis of all medical theory stems from High Avatar Felenius, the embodiment of Compassionwho walked alongside Decus himselfIt was she who first set out upon the path of curing the ailed and disparaged and was aided in this endeavor by the divine teachings of Decus
  
-Prior to the Torment, magical practice was heavily conducted by the Consortium in Antongrad, one of Kaduraas' largest cities. Antongrad Auditorii are considered to be some of the most blood thirsty and unwavering representatives of their cause in the entirety of Vitaveusand many believe that the recruits that the Consortium melds into these battle-mages were sent to Kaduraas as their power, temperament and sheer natures would lend them to be executed in any more civilized areas of the Republic. Local Templar Chapters and Legion cohorts within Kaduraas were extremely distrustful of this Circle, believing such wildcard magi could easily stray from the Flame and bring about their ruin from the inside on behalf of the Resolve, yet the Church's power within this blighted territory has never been anything more than a fleeting presence Due to this rather unique circumstance magi of Kaduraas find themselves within, a certain sense of infamy is enjoyed for any that claim to hail from Kaduraas, for magical users hailing from territory are often considered extremely well versed, practiced, powerful and above all else, dangerous. Of special note is the rather peculiar tendency of these infamous magii and magickin to adopt the ways of the sword as well, which had led to the concept of the Kaduraasian Warlock - a terrifying stereotype of a well-versed mage of whom is also adept in sword-fighting.+Her practices were one of balancing both the body and the Virtuesfor the soul could corrupt the body as easily as the body could the soulShe was said to possess immense knowledge of medicine and that her compassion alone was able to cure even the most sickly and desolate
  
- +While her teachings and methods have been lost to the annals of time, one quote would become the very foundation of all future medical practices within the Venerated Republic. Seen as divine scriptures, as wholly truthful and unwavering as the words of Decus himself, she is recorded as having said, “Knitted together of limestone, ash, salt, sulfur, I stand in awe at the immensity of our creation.”
  
-<fs xx-large>Torment</fs>+It is upon these words the practice of Humorism was eventually established by the monastic cloisters that would eventually become the Venerated Apothecary Corps. Combining the ideals of alchemical practices that were prevalent during the time with the foundations of Decusian teachings.
  
-The current hellscape that is Kaduraas now lends itself to have been scorched not once, but twice, due completely to the spread of Torment and early efforts to control it. Kaduraas has now been literally brought to the Flame; for it is here that the Republic had tested many of its’ newer technological achievementsto include artillerycannons, and heavy ordinances in an effort to rate their effectiveness against the Torment. Currentlythe Torment is at a critical apex in Kaduraaswith less than a dozen strongholds and Municipalities of Republic forces standing firm against the plague.+For centuries these fundamental humors have been the Decusian scientific understanding of the human body’s interaction with the environmentas well as defined the way in which disease and illness workhow emotions fluctuate, and the impacts of VirtuesVices, seasons, diet, age, and sex on health.
  
-The only true portion of Kadurass that is firmly held by the Republic is that of Antongrad and the road to it. A fortnight's ride into Kaduraas from it's southeastern bordersAntongrad stands as an island within veritable sea of madness and chaosSomehowagainst all oddsAntongrad still stands, and currently represents the only known habitable stretch of Eden within the Blacklands of Kaduraas.+Humorism is the idea that a body of creation is composed of four basic substances: limestone, ash, salt and sulfur. These are also referred to as the four ‘humors’which are in balance when person is healthy and become unbalanced when ailedThese substances also have four corresponding fundamental fluids: bloodcholer (yellow bile)phlegm, and black bile.
  
-<fs xx-large>Points of Interest</fs>+For centuries these fundamental humors have been the Decusian scientific understanding of the human body’s interaction with the environment, as well as defined the way in which disease and illness work, how emotions fluctuate, and the impacts of Virtues, Vices, seasons, diet, age, and sex on health.
  
-**The Murderfields**+The humors were also used to refer to four individual psychological temperaments: melancholic, sanguine, choleric, and phlegmatic. This reflects the humoral concept that physical health and individual personality were part of the same whole.
  
-The fields between Antongrad and the Godspine are known as the Murderfields; a vast expanse of charred nothingness.  The road Eastward from Antongrad to the Midlands cuts right through the middle of this desolate and macabre plainleading those who have made it this far out of the West and further into the arms of the Republic It was here that the Venerated Apothecary Corps, backed by the Templar and Inquisition, took to their prototype use of pyrotechnics and flamethrowers, setting ablaze every settlement and village from the Godspine to the walls of Antongrad - infected or notEven today, as the winds sweep the charred hills of the Murderfields, they at times still carry with them the ashes of the deadchoking the air from the lungs of those who would dare walk its wastes.+These methods extend to nearly all aspects of lifeespecially those related to the practice of faith and VirtuePrayer may be prescribed to help balance a choleric temperament and penance for the sanguine. Those who lack or lax in the practice of faith are doomed to find their humors eternally unbalancedIt is believed through the following of Virtue and the good practice of faith one may ensure a balanced temperamenthealthy body, and soul.
  
-**Antongrad**+Due to the difficulty of balancing one’s humors, people tend to have a predominant humor which characterizes an individual’s temperament or ‘complexion’. People who are melancholic dominate present a dark and sad demeanor but are oftentimes creative. Those of the Sanguine disposition are vibrant and mirthful, oftentimes very social. Phlegmatic people are pale and listless, calm in demeanor and tone. Whereas those who present Cholerically are angry and jaundiced. A small amount of disproportion between the humors is expected and seen as perfectly normal and healthy. It is only when that imbalance begins to tip that we may fall ill and it is only through bringing those humor back in balance that one might recover. 
  
-Surrounded on all sides by ruin and scorched earth, Antongrad acts as the passage and last checkpoint before reaching the only path safe enough through the Godspineof which is heavily guarded by Legion forces.  Those who make the journey to the City of Skulls as it is colloquially referred to as are greeted with the visage of all those who have attempted to befoul and curse the last bastion of the Empire.  Piles of skulls flayed of their flesh line the sturdy and foreboding walls of this city and serve to cast their judgemental gaze upon those who dare enter. Westerners must pass through Antongrad if they are to attempt the roads eastward into the Midlands. Of recent note is that these travelers must be ever mindful of their possessions, as many are searched for any heretical material that they may smuggle East into the Imperial heartland - no doubt due to orders of traumatized Legion officiants whose grips on reality are beginning to fade.+The ideal proportion is stated as: one quarter as much phlegm as bloodone-sixteenth as much choler as blood, and one-sixty-fourth as much melancholy as blood
  
-//**Inspirations and Influences**//+The foundation of medical treatment is the use of opposites to resolve imbalances. Treatments seek to target the overabundance, or deficiency, of any given humor and monitor the nuanced changes in the patient towards restoring their physical or mental health. 
  
-BulgariaRomaniaTraditional example names such as NaidenIgnatRada and Lyubov are common for those hailing from Kaduraas. +These humors can be brought back in balance through a vast variety of different methodsdepending on the exact symptoms and cause of the imbalanceIt may be as simple as changing your dietas taxing as relocating to a different climateor as invasive as the extraction of a limb.
-<-- +
--->Murandesh#+
  
-<fs xx-large>Geography</fs>+Each Humor has a corresponding diet associated with temperament; Sanguine (sweet), choleric (bitter), melancholic (sour), phlegmatic (salty). A general health practice is to refrain from eating foods that match your dominate humor to ensure balance; a phlegmatic person would be told to ingest Choleric Foods, a Choleric person would ingest Phlegmatic foods. Melancholics would ingest a Sanguine diet and likewise Sanguine would ingest Melancholic foods. 
  
-Nestled between the Tempest Ocean and the Eternal Range lies a land full of dense, tropical forest and murky swamps known by the indigenous people as Murandesh. This region is roughly 200,000 square miles in size, kept fed and lush by the many rivers and deltas produced by runoffs from the imposing mountainsThe 3,000 miles of coastal territory that is plagued by many ships brought to ruin by the unwavering storms and hurricanes of that given credence to the Tempest Ocean’s namesake.+When changes to lifestyle or diet fail or the imbalance is too great it falls to medicine and more drastic means to bring the humors to balance once againCommon treatments include: Bloodlettingemetics and purging
  
-Due to the hostile environment brought on from the Tempest Oceanand the lowland climate of Murandesh, the only true season within the Western Province is hot seasons and hurricane seasonforcing many of its native inhabitants to reside on the Eastern side of the Amawrak River.+As medical science has advancedso too has the idea of humors and what they encompass. More advanced medicines and treatments generally become associated with a specific humor. Things like depressantssuch as Lidogine, for example, are associated with melancholy, given to patients during surgery so that their choleric humor does not become imbalanced during the operation. Likewisethey may be given to a patient who exhibits prominent choleric traits in order to balance their temperament.
  
-<fs xx-large>History</fs>+Mutagen, described as the ‘thread’ that ‘knits’ the four humors, is connected to all and is able to unbalance all four humors. Unlike the four humors, there is no ‘balance’ of the Mutagen humor, any addition would lead to an unbalance of the rest of the humors, therefore to be avoided. In order to balance one’s ‘mutagen’ one must balance one’s four base humors.
  
-The Murandai is name given to the indigenous people of Murandesh by themselves as a whole, and the only translation Decusian scholars can assert it to is simply: “The People”. These people, although slightly different from one another in their sub-cultural ways, hold very similar appearances anatomically, and also see themselves as children of a single set of gods; due to this they trade openly with one anotherat least until recent times. Due to the invasion of the Venerated Republic, the relationships between the various cultural groups that make up the whole body of the Murandai have been in a hard place, due to each group having their own political views on the encroachment of Republic on their long held lands.+In more recent times the idea of fifth humor known as “Mutagen” has begun to cause strife within the medical community. The first discovery of the humor dates as far back as 1214 AS when in the height of the Decusian renaissance when the first Modicum Oculus was created; allowing for observation of things invisible to the naked eye. From such study, an abnormality was observed which permeated throughout the blood – with concentrations within the brain. These abnormalities varied from person to person, and in the infancy of its studydisplayed elevated levels of the mutagen with the criminally insane – which were the inventors main source of subjects
  
-As a collective whole, the Venerated Republic view the inhabitants of Murandesh as primitive sacrilegious creatures, due to their lack of developed city infrastructure, primitive beliefs in paganistic entities, the lack of written lore, and finally the open practice of cannibalism as societal right. Many people from the lands East of Prodai and the Eternal Range view the indigenous people from Murandesh as just above the status of animals, useful for nothing more than manual labor.+For decades after, the study of Mutagen was forbidden by the Church. After the Torment (medically referred to as “Infirmus Aegrotus”) outbreak of 1313 AS it was found that those who possessed high levels of Torment saturation also possessed heavy imbalance of the Mutagen humor. Only after this discovery did the Venerated Church decide to allow the Apothecary to further its understanding
  
-Howeverupon closer review, these people have a rich culture that is unique to its people and not experienced elsewhere in Vitaveusor in Watanga, the turtle whom we live on the back of, according to the Murandai.+Mutagendescribed as the ‘thread’ that ‘knits’ the four humors by its proponents, is connected to all and is able to unbalance all four humors. Unlike the four humorsthere is no ‘balance’ of the Mutagen humorany addition would lead to an unbalance of the rest of the humorstherefore to be avoided. In order to balance one’s ‘mutagen’ one must balance one’s four base humors
  
-<fs xx-large>Torment</fs>+Curiouser still, the Mutagen humor has been described as mutating when mixed with the mutagens from the blood of other beings of which the Apothecarians derived the humors namesake. The study of this phenomenon and the human body’s reaction is known as hematology.
  
-The Murandai simply view the torment as an “outlanders curse”, a boon of their false man god and his conquerors to bring the true people to their knees, as they are forced to harken the calls of the grand witch, Decus.  Due to their cultural views on magic, they see no difference in the Resolve and the Republicto them, they are one in the sameboth figuratively and even culturally.  As many in Murandesh only speak local obscure languages and dialects that vary between tribal bands, they have no true grasp of the “common tongue”therefore, Republic and Resolve even lexically sound the same, therefore are in context, the same.  This is further supported in their eyes as members of the Consortiumbearing numbered robes and the Venerated banners of the Republic utilize the evil of magic at their very whims, against the indigenous people of Murandesh.+The debate surrounding this new science is a contentious one. Conservative minds believe that the future of the Republic should focus on lessening that of the mutagen in the bloodspecifically in enriching the soul through Virtuous living. Furthermore, that tampering with the humors to create newunique mutagen humors is tampering with creation itself, and push the Ecclesiastical Authority to ban the practice outright.
  
-The VIC have made numerous attempts to seize the region and to purge the more nomadic bandshowever, due to the harsh environment, weapons and armor made of iron are highly susceptible to rust, along with the difficult terrain in which the Republic has struggled with topographically mapping and developing a sound large scale assault on such a mobilereclusive and minimalistic group As the VIC struggle with these indigenous people, they also have to battle the efforts of the Torment; the DuMela and Lani tribes view this as the Republic is losing its control over its magics, and the Mother Goddess turning their physical embodiments of witchery and sin, against their creators.+With limited understanding, the conversation surrounding this humor is varying and ever-changing. Most Apothecary academics agree that an excess of Mutagen is believed to be the cause of deliriumor madnessStudies have shown that the exposure to Vice, or the practice of magic is believed to exacerbate an individuals exposure to Mutagen. This comes as little surprise to the average scholar, as it is widely accepted in Decusian culture that the Resolve were the ones to re-introducing magic practice to the masses in the early years of Torment
  
-<fs xx-large>Points of Interest</fs> +“Knitted together of limestone, ash, salt, sulfur, I stand in awe at the immensity of our creation.” – High Avatar Felenius
-  +
-**Amawrak Rainforest**+
  
-The Amawrak Rainforest, named after the great river which runs through it, covers most of the Amawrak Basin in Muradesh. This tropical rainforest holds the most-varied species of plants, animals, and insects found within Vitaveus. It is so verdant with undiscovered life, that explorers may easily walk from their expeditions with a new creature or plant named after them.+<fs xx-large>Vapos Res Novae</fs>
  
-The dense foliage of this rainforest hides many secretsand it is unwilling to give them upRuins of ancient civilizations lay buried beneath silt and tangled vinesGreat deposits of precious minerals hide beneath the treesThis rainforest also holds the highest number of unindoctrinated tribes throughout Vitaveus; a number estimated to be about 67Many Decusians have attempted to bring our faith to these hereticsbut none have ever returned.+The Vapos Res Novae, translated to common as simply the “Revolution of Steam”, is a phrase that appears to have been coined in a letter dated from the 12th of Flowerbloom, 1321, written by statesman and poet Pierse Octavius (hailing from the Eastern Baronies), and addressed to Foundry Seneschal Lord Kenneth GambolIn what can only be called sensationalism, Octavius insisted in his missive that the Republic had begun a death march of sorts, crawling slowly towards the inevitable decline of Decusianism proper. Octavius writes: “It is without pleasure that I announce the death of our great Republic’s union between both Country and FaithThough our efforts have long been aimed at the betterment of Man, it is clear that we are undeniably set upon a path of mutually assured self destruction. For nearly one thousand years, our great culture has struggled to meet the demands of a conquest steeped in religious fervorToday, centuries into this great conquest, we reap the fruits of our laboryet it is without joy, applause, or effort, for this fruit is indeed rotten. The Western Territories has all but been destroyed, ravaged by the Torment, and the Baronies is naught but corpulent beast, assisted in movement by the burning of coal and the labor of a thousand strong backs of Foundry tradesmenAnd though we have lived in comfort, it is a sad, decaying thing. It is not by chance that we have arrived at what will surely be an apocalyptic conclusion. Tragically, the Reckoning has, over the countless centuries, paved the way for a wagon that has now run away from the road; for it in our haste to meet the demands of an ever-growing empire, our advancements in both industry and technology has nearly devoured the very faith we claim it was to serve! Because of thisI implore you to place sanctions upon the Foundry and its officials, from the lowly laborer to the Seneschals themselves, lest we wake to find that the Republic has slipped the yoke of the faith and devolved into heresy – all at the hands of this revolution of steam.
  
-  +Indeed, the idea of a new social order based upon industry and convenience was popular throughout the Eastern Baronies, a region of Vitaveus that the Foundry has been well represented within, and the area that would become the birthplace of steam technologiesBefore the onset of the Torment, and the coming of what many believe to be the Apocalypse, the fledgling beginnings of the Vapos Res Novae, or the Revolution of Steamhad been readily apparentThe experimentation of producing and harnessing steam as an energy source had been toyed with by the Foundry throughout the late 13th centuryIt had not been until the the early 1300s that a more progressive clerical atmosphere within the Venerated Republic of Decus had allowed for more widespread experimentation and, in some cases, implementation of fledgling steam apparatuses within the Eastern BaroniesThis adoption of technology that by it’s very nature had been so alien to the laymen of the 14th century had ignited practical renaissance of technological advancement and discovery in countless fields of trade and science; golden-era which is now referred to as the Vapos Res Novae.
- +
-**Amawrak River** +
- +
-The Amawrak River is the greatest river of Muradesh and the largest drainage system, by volume of its flow, of Vitaveus. The total length of the river, measured by its headwaters in Sulastas to the Tempest Ocean, is at least 4,000 miles. The vast basin it runs though holds the most tributaries and widest floodplains of Vitaveus. +
- +
-According to heretical tribes of the Murandai, Murdadesh was once as dry and arid as its neighbor Prodai. During a particularly dry season, these ancient people prayed to whom they believed to be their great creator, known as Whakikoero, for relief. Their prayers were answered by the appearance of the great serpent Amawrak. The serpent burrowed into the earthcausing great tremors, and created passageways to channel rainwater from the raging storms of Sulastas. From these crevices sprung deluge of freshwater, which gave rise to the fertile marshes and forests of Muradesh. +
- +
-//**Inspirations and Influences**// +
-The Amazon Rainforest. Purutu, Taruca, and Amaru are common for those hailing from Murandesh +
- +
-<-- +
--->Niunas# +
- +
-<fs xx-large>Geography</fs> +
- +
-The vast swamps of Niunas stretch seemingly without end, from the western deltas of the loosely labeled province to the Eastern end pressed against the Godspine mountains.  There is little variation in the terrain as you enter Niunas and walk its expansive floodwaters and murky bogs. For most of the summer, Niunas is ravaged by hurricanes from the Tempest OceanDuring this terrifying season, the entirety of the region is flooded well past the point of being remotely habitableuprooting most of the swamps vegetation and trees out into the rolling waves of the Tempest Ocean.  Nemus, one of the only infamously known provinces in the entire territory, is situated geographically in an area that is able to endure the seasonal stormsbut at a cost to those on the outermost fringes of the province. +
- +
-<fs xx-large>History</fs> +
- +
-Niunas isn’t a land of any particular peoplecultures or creeds, mostly due to it's inability to be fully habitable. It does however boast a curious bit of trivial history, as it is named after the Old Collatian word for rage.  Due to the terrifying storms that plague most of the warm months that Niunas experiencesalong with the lack of any formidable soil to build upon as the deltas quickly give away from the hurricanes, this territory has never truly been a place for a people to reside for any permanent stretch of time However, if someone is attempting to flee the efforts of Republic law, Church agents or everyday rivals and loan sharks, Niunas represents something of a hidden gem, as many of its habitable areas are in fact nigh impossible to reach without a bit of luck and a whole lot of nefarious know-how. +
- +
-The province of Nemus, home to a city sharing the same name, rests against the Godspine Mountains and is a hotbed of criminal minds and scoundrels avoiding the oversight of the ever-watchful Church Its original inhabitants and founders are thought to have been Collatian dissidents who sought to escape the potential persecution of their native homeland and the Collatian Dynasty, and to do so, threw caution to the winds and attempted to hide within the treacherous Stormborne Swamps.  Due to this shared ancestry and ancient hatredstraditional Nemus culture is a haphazard amalgamation that combines aspects of the Old Dynasty with common practices passed down from thieves and cutthroats who've historically dealt in some of the most illegal acts throughout VitaveusHowever, due to the literal erasure of any vestige of Old Dynasty culture from the face of Vitaveus by the hands of the Republic, it is seemingly impossible to separate customs and traditions derived from ancient Collatia from that of the practices and culture passed down by the criminal element that has permeated through its' society. For this reason, Niunasians as whole are considered the worst of the worst in terms of Decusian ilk, and are detested, distrusted, and considered tainted from birth. +
- +
-The city of Nemus itself is pieced together by countless hundreds of docks branching out from central focal point, colloquially known as "The Heart", where the first outlaws established themselves against and alongside the mountain face.  The further one finds themselves from The Heart, the newer the inhabitant most likely is, and their knowledge of the inner workings of the city and its unspoken rules  more apparent. Newcomers to Nemus rarely last long, and those that do survive only because they listen and adapt to the terms of the cities people quicklyAs a city of thieves, miscreants, and human trash, Niunas’ economy provides no real commodities or resources for trade, and thus, the people of the city often reach out into the East towards territories such as Ghaenthgrand for precious resources and at times, luxury goods. +
- +
-<fs xx-large>Torment</fs>+
  
-The Torment exists in small pockets throughout Niunas, however whatever creatures that may be affected by the horrifying disease are usually prone to the elemental forces that continually besiege the territory and its’ peoples Due to the storms continuously sweeping in from the coast, much of the Torment blight is quite literally sucked out into the Tempest OceanThereforemuch of the territoryespecially around Nemusis largely unaffected by the disease. Howeverdespite the relative safety one may find from the TormentNiunas is absolutely rife and rampant with its own threats, of which that have only increased exponentially since the arrival of the scourge. Decusian presence has been completely and thoroughly pulled out from all but the fringe borders of Niunasresulting in the traditionally lawless territory sinking further into decadency. Niunas is therefore a territory nearly completely devoid of the Republic's influence, and thus, is considered one of the most dangerous places in all of Vitaveus.+While this renaissance was no doubt affected by the emergence of the Torment in 1313, it was in no way cut shortIndeed, the Torment has shaped the demands of society perhaps more than any other single event in the history of the Venerated RepublicCombined with the fledgling sciences birthed from the Vapos Res Novaethis synergy of renaissance and apocalypse resulting in exponential growth in fields dedicated primarily to the survival of mankindsuch as medicineweaponrypersonal defense, and of coursebiology. As a result of this rather unorthodox fusion of golden-age meets dark-age, technological marvels such as hand-held firearms and personal explosives now litter the Prodaian front, taking the place of unwieldy siege weaponry and heavy cannons. Apothecaries throughout the Republic have made few strides in the treatment of illnesses and diseasesbut the invention of the hypodermic needle promises new discoveries, and new ideas. It too, is yet another by-product of the Revolution of Steam, and an exciting revelation to those involved in the field of medicine.
  
-<fs xx-large>Points of Interest</fs> +It had not been until the the early 1300s that a more progressive clerical atmosphere within the Venerated Republic of Decus had allowed for more widespread experimentation and, in some cases, implementation of fledgling steam apparatuses within the Eastern Baronies.
  
-**Stormborne Swamp**+After all, one must not forget that it was nearly three hundred years ago, early in the 11th century of our grand Republic, when medical schools were forming in isolated portions in the Eastern Baronies, cataloging and dissecting whatever corpses they could procure. They even provided care to those desperate few with both the courage to go under the knife and the coin to pay for it. Such services offered at these oft mistrusted and maligned establishments included bleeding, leeching, dental extractions, amputations, the removal of cataracts, and trepanning. Today, In the 14th century; this is largely unchanged. Medical advancements in the republic have noticeably lagged behind those of the martial sciences and the predominant method of care for internal medicine relies on an understanding of balancing the Five Humors- phlegm, black and yellow bile, blood, and lastly, mutagen; which is believed to be a toxic element that corrupts and poisons the host’s blood, and even their mind. The most basic apothecary training dictates that these humors must maintain a nuanced balance for a fully healthy specimen, and it is the physician’s job is to bring stability to the patient’s body and mind regardless of what they need to cut off, remove, or burn away.
  
-The thick ichor of this swamp’s bogs and marshlands cover the entirety of the territory for countless hundreds of miles For decent part of the year, the swamp itself is a dangerous trek through predatory waters too dense from algae, vegetation and swirling mud However, in the last months of summer, the storms of the Tempest Ocean pick up to cataclysmic levels and flood the swamps of this region; any poor soul caught between Collatia and Nemus best pray to Decusfor their chances of surviving are negligible at best.+In a bizarre twist of fate, the Torment has changed how Decusians view medicine and it’s necessity in modern day life, and apothecaries have begun to ply their archaic and arcane trade on a willing populace, learning more about their craft each and every day. Most notably, their grasp of the fifth humor has grown in leaps and bounds with some apothecaries calling for it to be separated into its own category, called a mutationThese forward thinking Medicae have begun to establish new field of Allopathy known simply as hematology; the practice of purposely bringing imbalance to the humors to enhance and improve physical and mental capacityAmong the more conservative factions of the Apothecary Corpsthis practice has been compared to witchcraft and worse as the process purposely introduces mutagen to the body in large quantities- defying every standard care practice, as outside the hematologists themselvesit is believed that the introduction of the fifth humor to a human body is tantamount to becoming ‘of the ill’. These very same beliefs have added fuel to the fire regarding the persecution of mages, as the fifth humor has been found in higher than average quantities among those who practice the arcane arts when studied postmortem. Common theory dictates that these individuals are tainted by their craft, and it is mutagen that leads to the diseases of the mind witches often succumb to. Unfortunately, this has led those mundane individuals afflicted with mental illness and diseases of the mind to be associated with WitchcraftDae influences, and even the Ill.
  
-**Nemus**+In a bizarre twist of fate, the Torment has changed how Decusians view medicine and it’s necessity in modern day life, and apothecaries have begun to ply their archaic and arcane trade on a willing populace, learning more about their craft each and every day.
  
-Pushed deep and back into the Eastern edge of the Provincenestled up against the Godspinelies the notorious city of Nemus.  It is home to the offspring of Collatian dissidents and outlaws who found the natural protection of the swamp from justice. In modern and recent times, much is unchanged, as those who choose to live in Nemus are nearly all criminals or ne'er do wells who fled their respective homeland territories for the “don’t ask, don't tell” mentality of the famed criminal city It is said that those who don't wish to go through Antongrad and the Kaduraan Pass for legal reasons opt for guides and routes from Nemus smugglers in dangerous expeditions through the Stormborne Swamp.  However, word to the warning, you may lose your coin or your life just as quickly on this route as any other out of the West, for these folk are a conniving, wicked lot.+Outside of medicineprogress reigns uninhibited. Factories have begun to spring up in the Eastern Baroniesand though many are now broken shells of wood and mortar in the wake of the torment, their purpose is not forgotten. The human powered assembly line has been introduced by Foundry efforts, expediting the forging process of simple items like nails, and there have even been fledgling efforts at mass producing simple blades from molds or even small metal plates.. With the advancements of metallurgy and forging, the process of getting iron from the mines and turning it into a steel blade to press into the hands of an eager Legionnaire has never been easierThough trade routes are often cut off and made inert through outbreaks and worse, the Republic is strong, albeit dwarfed in size and scope in the past thirty years of hardship.
  
-//**Inspirations and Influences**//+Unfettered growth has led to a mismatch of ethics, and capabilities in the Republic’s ability to shape the war effort, both at home and abroad. Indeed, while weaponry and the sciences have adapted in such a way that the Torment is no longer the overwhelming threat it may have once been, it does not seem to be advancing fast enough to save what is left of the Populi- despite the advent of so called ‘Holy Weaponry’, and technology which in other, more peaceful times might be described as monstrous and inhumane. Such ethical concerns are no longer pressing to the venerated Church of Decus, nor the citizenry that pay it tribute.
  
-BrazilRainforestsEvergladesTraditional example names such as ItzcaliCadmelEadrich and Ctialee are common for those hailing from Niunas.+In a time where life is cheapand Ascension is the only solace granted to a dying peoplethese technologies are a ray of hopeWhere some might see weapons of destruction, capable of putting ten to fifteen bodies to the torch in seconds, others see Redemption incarnated. A redemption granted through chemical concoctions brought to the front by the Foundry which has gained unprecedented influence throughout the republic by stepping into the role of technocrat saviors, bringing hope in some of the darkest times the Republic has ever faced. This hope is not without cost, and efforts are driven by what amounts to slave labor, from both willing citizens, and penitent criminals forced into providing what the Republic needs to buy off their sentence. These camps experience horrific conditions, but nearly every worker performs their duties without complaint. Propaganda throughout the Republic sees such individuals as heroesstrong and resilient workers that any man or woman can aspire to be, and for the first time in a millennia, there is pride in taking Civis Vox under the foundry- joining the machine that has driven the steam and clockwork revolutions, aiming to to save mankind from sure destruction. Never mind that the machine requires blood, sweat and tears to turn its wheels- for in some regions with high Foundry presence, such a thing is now viewed as an honor on par with joining the Legion or becoming a Clergyman. This has come part and parcel with the technocratic revolution, and has given rise to a secular brand of Decusianism that is worrying to members of the Church, but is allowing access to the common citizen’s motivations and desires in ways they had previously not managed. Specifically – the poor and destitute; the Everyman. As war machines like flamethrowers, muskets and handheld piston saws move from the factory floor to Legion hands, so too does the heart of the Republic swell and grow- with more and more of mankind turning their eyes to ascension, taking pride in their church and way of life.
  
 <-- <--
--->Prodai# 
  
-<fs xx-large>Geography</fs>+====== Collection: Atrocitas & Banned Literature ======
  
-Prodai, though a desert climate, once held a wealth of forested lands that hugged the southeastern edges of its mountain barriers.  However, over the generations of expansion on behalf of its ancient priest royalty and their great architectures to venerate their wretched, pagan gods, they had exhausted these natural resources completely, which resulted in many of their civilizations and cities to become empty husks where life once thrived.  The sweltering desert landscape has swallowed up these ancient places, burying them beneath the hot Prodain sands as time has taken its toll. The Prodai region is predominantly flat at its center, becoming more pronounced as you reach the foothills along the mountains that encompass almost all of its border. Almost in the center of this barren waste is a massive scar that plunges deep into Eden and stretches further than the eye can see; its depths craggy and torn, and one false step could be the undoing of any mere mortal foolish enough to get close to its edge. Boasting the largest territorial claim of any region within Vitaveus, Prodai's legacy is as lengthy and large as it's vast, rolling deserts. 
  
- +-->A Treatise on Evil#
  
-<fs xx-large>History</fs>+Excerpt from ” A Treatise on Evil: The Nether Races”, by Azemar Tangus. Unknown circulation era, due to this work being considered illegal.
  
-Historically speakingProdaen people had been long isolated due to the lack of horses or mule-like animals in their region to help them overcome the vast and towering mountains that surround their desert lands Due to thisancient Prodaen society had to internally rely on their own lands to further their development of civilizationInitially, this was not of concern to the Prodaen people, as their populations were easily manageable; howeveras population levels grewthe demand for more resources grew in tandem Herein lies the conflict that slowly reduced by all accounts a once thriving empire into a ghost of its former, ancient glory.+The daemonic creatureas we have referred to as “the Dae’” earlier in this lexicon, represents one of the most powerful creatures of not only their native realm of Hell itself, yet of the Mortal realm as well. They are beings of pure, unadulterated evil, whose biggest pleasure come from indulging in the suffering of other creatures and races, namely that of the human kindThe Dae’ are an ancient and mysterious creaturesits origins believed to date back to times before even our own human kind walked the surface of EdenWhile divine cannon from the Church of Decus define the Dae’ to be creations of the Thirteenth Archangelthe true origins of these diabolical creatures remain a mystery to many. What little we as humans knowcollectivelyis veiled and kept hidden from public knowledge, no doubt locked away in clerical archives and librariesIt is my duty, however, to relate as much information as I possibly can about the mysterious creatures that dwell below us by providing to you information and facts never before released to the general citizenry of the Republic.
  
-The ancient rulers of the Prodaen people, considered God Kings” by divine right and mandated as such by the priesthood of their societysought to expand their cultural influence by building over their predecessors and erected great architecture that would stand well beyond their reign These grand projectswhich served as vain tributes to themselvessaw to a mass commitment of an already dwindling supply of natural resources and manpower. For every one of these towering effigies built, a ritual of sacrifice would be conductedtaking the labor-force who were conscripted to build such marvels and murdering them en-masse as tribute to whatever mad machinations the God Kings had worshiped.+There is little that is known for sure of the creature dubbed The Daemon. Some speculate that the creatures we know of as demonsdaemons and Dae’ are simply physical manifestations of true daemons, with their true essences being limited to their native realm, that of Hell itselfOthers believe that these daemons arein realityflesh and blood creatures whom roam the far reaches of the Eden. Whatever the differing opinions of experts and scholars may be, not one can dispute the ungodly power that such a creature wields. Ancient reports of Templar happening upon rogue daemons during the early expanses of our Republic detail epic encounters. Battles between early clergymen and these foul beasts often resulted in numerous casualties. Described as wielding colossal strength, a wide library of magical powersand the ability to sustain true fight, it is thought that daemon is a worthy match for any army of decent size. It is with this power that many speculate they rule over both their enemies along with their kindred with an iron fist.
  
-The laypeople of Prodaen society eventually revolted against their God Kingsresulting in bloody coup that would last years. In the midst of this violent and prolonged rebellion, the Venerated Republic visited its war machine upon the territory's bordersbringing with it their Holy Reclamation Like a hot knife carving through butter, the Republic made quick work of those who would stand against them, be it those loyal to the God Kings, or the revolutionists who see to overthrow their former rulers Hundreds upon thousands of Prodaen people were slain in the conflict of subduing Prodai, and the Reclamation efforts within the territory would last nearly a decade - the longest sustained campaign of Reclamation the Republic would ever wage. When the dust had finally settled in Prodai, those who would remain were brought to heel before the Venerated Republiceither working predominantly in the countless salt mines that would later become the primary export of the regionor becoming conscripted into the vast armies of the Legion to replenish the staggering losses it sustained in attempting to subdue the region.+Opposing viewpoints aside, a somewhat concrete perspective of the origins of the daemon’s power has been accepted in nearly all research circles since the founding of the Venerated Republic. It has been a widely accepted theory that the Dae’ draw their power fromsurprisingly, our own Mortal realmHow is this possible? It is through the commission of certain actions and deeds by those within this physical domain of existence that is thought to actually strengthen the Dae’Many scholars and priests within the Church of Decus have defined these actions and deeds as vices, polar opposites of the Virtues in which the Decusian faith is based upon. Per Decusian cannonit is believed that with every action and deed performed by we as men that goes against the sacred eight virtues of the Decusian faithwe inhibit ourselves as a race from “ascending” to a new era of existence. Some within the Church believe that these misdeeds not only inhibit ascension, but also work to fuel the denizens of Hell (namely daemonkin) with the sustenance they so lustfully crave and require.
  
- +It is through the commission of certain actions and deeds by those within this physical domain of existence that is thought to actually strengthen the Dae’.
  
-<fs xx-large>Torment</fs>+These misdeeds, or vices, have long been the object of study by many of priest and clergymen. The most modern and common belief currently within the circles of the Decusian Church is that these misdeeds can be literally defined, specifically as thirteen separate ideas and beliefs that the Dae’ gain power from. Curiously enough, these commissions usually come in the form of spiritual ideas rather than physical acts, as do most of the eight virtues of the Decusian Church. The process of Daemon empowerment through the commission of vices is more complicated than I would lead you to believe, dear reader. The commissions of these thirteen vices, in fact, is thought to only fuel a particular breed or classification of daemon. How does this work? As mentioned previously, the vices in which daemons gain power from are separated and classified into thirteen specific ideals. Rallying behind each one of these ideals is a collective of specific daemons whom draw their power from the commission of only the specific vice that they are bound to. A commission of the act of murder, for instance, may “feed” one daemon of power, but not another. It is this precarious balance and ordering that we now take a closer look at.
  
-Since the emergence of the Torment, Prodai has become embroiled in a separatist movement founded on ancient cultural beliefs that have become reinterpreted by the indigenous people Technicallythe Torment has not overtaken Prodai in earnestmostly due to the natural borders that block easy travel as well as the sprawling deserts that are the hallmark of this territory.+In short, it is believed that the daemon’s most important task in life is to simply manipulate and persuade those of the Mortal realm into committing these acts in order to fuel their “breed”, or similar daemonic entities that draw power from the same sort of vices and misdeeds. How does daemon manipulate and persuade we of the living breathing world, you ask? This idea is a heated and debated subject amongst all professional circles. Per the cannon of the Decusian Faith, it is believed that our universe as a whole is protected by a series of rules, known to us as the great DoctrineWithin our lore and religious liturgiesit is said that those of both other-worldly realms, Heaven and Hellcannot directly influence our own mortal realm due to the rules set forth within the Doctrine. The idea of free will, the freedom of our kind to make our own conscious choices, is the principal rule of our universe as defined by the Doctrine. Those within the Church that view the story of the Doctrine to be an unquestionable truth argue that it is for this fact, and this fact alone, daemon-kind cannot and do not affect our will and decisions as human beings. If the dae’ cannot physically alter or manipulate our own realm, how does it ever conceivably gain power from us? The most accepted theory amongst most all professional scholars and priests is the rather disturbing belief that we, as humans, both inadvertently and purposefully provide the denizens of Hell power with every vice we commit. The murder of an innocent person, for example, works to fuel the powers of Hell, even if the murderer took the victim’s life out of simple spite and without intention to strengthen an unseen deity of another realm. On the flip side of this, it is believed that other individuals of our world and race purposefully commit and manipulate others to commit vices to fuel the legions of HellBe it a warped belief they will be somehow compensated for their actions, or otherwise, it is a known fact that such “devil worshippers” exist
  
-Curiouslyfor many true-blooded Prodaen people, the Torment isn't looked upon as a plague that affects them, but one that has been called forth by the old, dethroned God-Kings to plague the Decusians and their false angelic God.  They believe that the Torment to be retribution for the subjugation of Prodai. As such, numerous pockets of the territory has become unsafe. Public executionsmurder mobs and lynching have all become commonplace in this regionand have only been exacerbated due to the dwindling Republic presence in the form of Legion and Templar military units.  This separatist movement, formally known as "The Luella",  has now reached a level of organization and sophistication previously thought impossible for a rebel group operating within Vitaveus, and has amassed a large guerilla force that has repulsed many of the smaller Legion outposts of the region due to their inability to guard the Province as the Torment threat calls their attention elsewhere. Content on simply keeping the region contained as of the present, the Republic has thus declared Prodai as Blacklands, despite that it is lost more to revolution rather than the Torment threat.+Within our lore and religious liturgiesit is said that those of both other-worldly realmsHeaven and Hellcannot directly influence our own mortal realm due to the rules set forth within the Doctrine"
  
- +]Representing each of the thirteen vices which empower the Dae’, a disciplined order stand as symbols of their significance and power. Each of the thirteen vices are represented by either a matriarchal and patriarchal system of rulership, or simply a “Throne”. These Thrones serve to fulfill two roles; they act to classify each of the thirteen vices from each other, and the ideas in themselves, and to also offer a form of command and subjugation amongst the Dae’ races. This is achieved through the mythical “Throne Bearers”; daemons of immeasurable power and control who claim absolute dominion over the rest of their race and kind. Each Throne Bearer is responsible for both all Dae’ under their specific vice, or “throne”. For example, a Dae’ commissioned under the Throne of Murder would be strengthened from a murder committed by an inhabitant of the mortal realm. This particular Dae’, for all intents and purposes, would be considered a “Daemon of Murder”. While not ever specifically executing the actual murder of another living creature, the Dae’ none the less draws power from the misdeed.
  
-<fs xx-large>Points of Interest</fs> +As we have mentioned numerous times before, it is believed that the thirteen thrones represent that of thirteen ideologies, polar opposites of the eight virtues in which the Decusian Church is founded upon. These ideologies are known as vices, and are listed and precariously defined below.
- +
  
-**The Great Maw**+Falsehood 
 +(the telling of untruths, unfaithful actions and deeds)
  
-This scar into the depths of Eden is revered by the people of Prodaibut for what reasons has been lost to time. Up until the arrival of the Venerated RepublicProdean God Kings would ritualistically sacrifice one of their children into this large canyon-like crater upon their ascension to the throne. Todaymany Decusian followers left abandoned in Prodaiparticularly members of the Clergy, have been executed by being tossed into the Maw as an homage to the Old Ways.+Hatred 
 +(feelings of intense dislikeangerhostilityor animosityand the acts committed from them)
  
-**Kobo**+Cowardice 
 +(lack of courage, or behaviors that shows such a lack; a father leaving his son to die out of lack of courage is a prime example of this vice)
  
-The largest city in Prodai, Kobo is positioned at the eastern end of the Great Maw, nestled against one of the few freshwater sources in all of Prodai.  It is here where the heart of the territory was founded and built, with countless temples spanning the desert, all stained in a rust-like color from ages of shedding blood upon their sandstone bricks.  Nearly all of these temples were brought to utter ruin by the Venerated Republic after the conclusion of the Recalamationwith churches to Archangel Decus having been erected in their placeIn proper cyclic form, the Luella have now taken to dismantling these Decusian churches and cathedrals as well, working to reestablish the horizon of Kobo with the silhouettes of countless dozens of temples to the old God Kings.+Enlightenment 
 +(the enlightening of somebody or a cause of the enlightening of somebody through the means of dark pacts with the throne bearer of this vice itselfi.e. the signing of one’s soul for monetary or other gains)
  
- +Sacrilege 
 +(the disrespectful or irreverent treatment of something others consider worthy of respect or reverence, i.e. the defacement of a holy symbol by a follower of its faith)
  
-//**Inspirations and Influences**//+Covetous 
 +(having a strong desire to possess something that belongs to somebody else, and deeds committed out of this desire)
  
-Ancient Persia. Traditional example names such as Ahman, Srivan, Aida and Shana are common for those hailing from Prodai. +Shame 
-<-- +(negative emotions that combine feelings of dishonorunworthiness, and embarrassment)
--->Sulastas# +
- +
-<fs xx-large>Geography</fs> +
- +
-The southwestern territory of Sulastas is nestled between uninhabitable Niunas and the ravenously tribal province of Murandesh.  On its Eastern edge, the Godspine begins to taper into a large pass leading into Ghaenthgrand; this pass, known as Roenhelm’s Gap, has been the site of many conflicts through the centuries by both the Sulastains and the Ghaenthens. The region is filled with vast jungles with thick canopies made primarily of Kapok trees, which produce a plant fiber that is highly regarded for its ability to be weaved into tapestries and other materials that need to be light, yet durable.  The raging storms from the Tempest Ocean only really impact the coastal region, making travel through the interior of Sulastas less hostile than its neighboring territories. Yet make no mistakeSulastas is a dangerous land even before the onset of the Torment, mainly due to threats of all kinds hiding within the thick canopies of the vast jungles that make up the majority of the territory. +
- +
-  +
- +
-<fs xx-large>History</fs> +
- +
-Sulastas was the second to last of the Collatian Dynasty territories to fall during the Decusian Reckoning, and held some of the largest hold-fasts within the western territories.  The natives to the region, known as Sulastains, primarily built their settlements among the faults of the Godspine Mountains. Though most Sulastain lands are dense jungles, very few ancient people inhabited them, instead opting for settlement in the Godspine faults.  These uninhabited jungles did serve a purpose to early Sulastains however, acting as a major source for cotton, lumber, and exotic animal products ill found anywhere else in all of the Old Dynasty - and thus making the territory keenly valuable to the Collatians. Apart from that, Sulastain ancient society was primarily agrarian, with their peoples having developed a terrace farming technique to utilize the mountains and their exposure to the sun to cultivate plants such as corn, squash and wheat. +
- +
-Traditional Sulastains themselves are a short and lithe people, and number among the shortest people in all of Vitaveus.  Their skin is of a deep brown complexion and their eyes boasts a wide range of greens and browns. They often dressed in fine loose garments, made from the fiberr of the kapok trees, and wore thick coats and hats to keep warm at the higher altitudes of their homeland.  Sulastain people also boast a wide array of body modifications, taking bones, rocks or precious stones, and placing them through their nostrils, ears or even their foreheads. Sulastain society was caste-based prior to the Reckoning, with a scholarly caste at the top of the food-chain, followed by the warrior caste, the trade caste, and lastly, the bound caste. +
- +
-Sulastas at one point boasted the largest slave market in all of Vitaveus, and settlements and villages from territories such as Ghaenthgrand made up a large part of their ancient slave force.  Before the Reckoning and their eventual downfall, Sulastas really consisted of one export: slaves. It is for this reason that the Republic had taken a rather violent and prejudicial hand to Sulastas during the Reclamation, wholly in part to the Decusian belief of slavery being a cardinal sin. It is estimated that less than fifteen percent of Sulastain bloodlines survived the Decusian Reclamation +
- +
-  +
- +
-<fs xx-large>Torment</fs> +
- +
-The Torment has fully consumed this province in it's entirety.  Pockets of Tormented cysts have been reported throughout the jungles, which has put a stop to the fiber production from the region since early 1320. Roenhelm’s Gap has become a massive quarantine point as of 1340, when a anarchist plot to bring the disease further into the heart of the Midlands was thwarted; however, these diabolic agents in a last ditch effort brought damnation upon the pass, spreading their sickness and infecting the surrounding area.  Due to this, Sulastas is considered through and through Blacklands, and little effort has been made to reclaim it in the near thirty years since the emergence of the Torment. +
- +
-  +
- +
-<fs xx-large>Points of Interest</fs> +
- +
  
-**Itzamaatl**+Pride 
 +(haughty attitudes and actions shown by those who believe, often unjustifiably, that they are better than others)
  
-One of the largest cities in Sulastas, Itzamaatl was a hotbed for trade and cotton production in per-Reclamation times.  At one point, due to its central location along the Godpsine in Sulastas, Itzamaatl acted as the trade center for the entire territory's slave markets, with travelers from all over what would later become known as the Western Territories traveling there to take part in the auctions.  Upon the arrival of the Decusians during the Reckoningthese slave markets were razed to the ground and turned into nothing more than piles of rubble. Nearly all of the former slave masters of Itzamaatl were systematically rounded up and ritualistically executed by Decusian forces following it's capture by Templar forces. Due to this, Republic sentiment amongst the laypersons of Itzamaatl, which consisted mostly of the ancestors of freed slaves, had tradtionally been exceptionally strong for a Western Territorial holding. Unfortunately, this good-will and sentiment was not enough to keep the city safe, and since as early as 1322, Itzamaatl has been lost to the Torment, with tens of thousands of Afflicted that still roaming it's streets to this day.+Murder 
 +(the committing of murdertried and true)
  
-**Chat’tumal**+Chaos 
 +(a peculiar vice, one whose deeds are most often than not dictated by the throne bearer itself)
  
-Once a large slave territoryChat’tumal is now a ruin reclaimed by natureand haunted by those who died there longlong ago.  During the final days of the Reckoning, a slave revolt took place within the territory, the enslaved seeing the Decusian invasion as an opportunity to strike out against their retreating and weakened masters, in an attempt to free themselves from their wretched bonds.  When the slaves revolted, they took to slaughtering everything in their sights that was not bound in irons, killing everyone in their path in so that none were left alive to raise hand upon them again. Upon the arrival of Decusian forces to Chat’tumal, some of the most battle-hardened commanders of the Republic forces were even left in awe from the savagery they had witnessed upon entering the territory, and had immediately declared Chat’tumal to be uninhabitable for future Decusian purposes. Many to this day think Chat’tumal to be haunted, believing that the foul souls of the slavers still roam its' ruins, looking to exert dominance over the living once more.+Wrath 
 +(the vengeancepunishmentor destruction wreaked by somebody in anger, and the fury often marked by desire for vengeance which causes such other deeds to be committed)
  
-**Roenhelm’s Gap**+Lust 
 +(the strong physical desire to have relation with somebody, without associated feelings of love or affection, i.e. the conductance of adultery or forced acts)
  
-Named after a famous Ghaenthgran hero of ancient lore, Roenhelm’Gap is the only passage through the Godspine into Sulastas from Ghaenthgrand.  At one point this pass held impressive fortifications that near-rivaled that of the Angelspire herselfhowever, today it stands a shadow of its former glory. It is the only element of Republic power within the entire region, and serves solely to protect entry into Ghaenthgrand from the ruined territory of Sulastas.+Hubris 
 +(inordinate pride in oneself or one'achievements above the Eight VirtuesDecus, and Creation.)
  
    
  
-//**Inspirations and Influences**//+As a collective, the thirteen thrones are referred to as “The Pantheon of the Thirteen”.
  
-Peru, Tropical Rainforests. Traditional example names such as Xoc, Akna, Ah-mun and Nakon are common for those hailing from Sulastas. 
 <-- <--
--->Teramer# 
  
-<fs xx-large>Geography</fs>+-->Theories on Undead#
  
-Teramer lies against the Northwestern edge of Vitaveusbutted up against the cold and dreadful Caddoch Sea and the Tempest Ocean.  Its shores are an anomaly to many that first land upon them and gaze towards their ebony colored sandsThe most devoted of Decusians believe that these sands are stained with the sins of Teramer’s inhabitantsof whom taint the very lands they walk upon.  The winds from the Caddoch Sea, coupled with the currents of the Tempest Ocean bring with forth a harsh and perpetual rain that turns to ice and snow from Warmwind to Dewfall. Trees are minimal in the lands of Teramer, and thus, wooden effects and trinkets are prized as gifts strictly for those who bear a higher status amongst Teramerian society.  Most of the settlements, cities and villages within Teramer are nestled within the Southern reaches of the province, pushed up against the Godspine Mountains. Teramer is a brutal, unforgiving land, and its' spawn possess personalities much the same.+Excerpt from ” Theories on Undead”by an unknown authorUnknown circulation eradue to this work being considered illegal.
  
- +There are two methods in which the Undead can arise; naturally and artificially. Examining the natural method of creation, the Undead are the byproducts of a combination of an environment’s latent magical energy with one or more moriums of an unrighteous or tortured soul (known as a “dimsoul”). Essentially, the Undead are a byproduct of one or more moriums that have a portion of a dimsoul “leaking” its will upon an area that is either naturally receptive to the creation of magic or an area in which has been saturated with the heavy use of magic. Additionally, in order for the “creation” of Undead to occur, raw humanoid materials (such as corpses or skeletons) are often necessary, but not always required; the type of Undead that can result from the interaction of a dim soul morium and its environment can vary based upon a number of factors. For example, a mass grave site will most assuredly produce Undead that are created from human remains, while a less corpse riddled area may in fact create perverse spiritual entities derived from the nightmares of the dimsoul in which it was spawned from
  
-<fs xx-large>History</fs>+...in order for the “creation” of Undead to occur, raw humanoid materials (such as corpses or skeletons) are often necessary, but not always required; the type of Undead that can result from the interaction of a dim soul morium and its environment can vary based upon a number of factors.
  
-Historically speaking, the people of Teramer, known as Teramerians, are stout and hearty people of light colored hair and very fair skin, with shorter limbs and stocky frames.  As whole, their communities were nomadic with centralized settlements that they had gravitated towards during the harsher snow seasonsTheir clans and tribes had taken to herding elk and reindeer, of which provided them with vast quantity of hides and meatsand are the main resource they thrived off of alongside mining communities that exist along the southeastern borders and the Godspine Mountains. Teramer’s hills are still rich with iron deposits, and as suchmost of their settlements were formed out of rock and ironas the scarcity of wood is saved for more ceremonial effigies and for people in positions of power and recognition.  Trade in the past was conducted with the people of Kaduraas prior to the Reckoning, but now, post-Torment, the landscapes of Kaduraas are ruin and its surviving people now despise those of Teramer for imagined betrayals.+The process in which dimsoul spawns Undead creatures is completely autonomous and is not in anyway sentient act by the soul that inhabits the moriumRather, it is a peculiar and extremely rare byproduct of a small remnant of a tortured or unrighteous soul that invariably extends its willpower over latent magical energies within an areathusly resulting in the dimsoul extending its misery, hatred or fear into the mortal realm via. the use of magical power. The larger portion of a dimsoul that a morium holds stored within it will invariably lead to the faster and more plentiful creation of Undead, and coupled with an area rife with previous magical usecan result in a single dimsoul morium creating up to a dozen undead. The actual act of a dimsoul morium creating an undead is but a single spark; a brief but violent infusion of the dimsouls’ miserycontempt, hatred or violence into a suitable host made sentient and whole through the latent magical energies coalescing into a creation spell of sorts. Larger dimsouls invariably create more sentient Undead, but a dimsoul will never pass along it’s former soul's consciousness or memories; only the driving emotions behind what makes it dimsoul.
  
-Traditional Teramerians remain closely knit in modern times, with a singular cultural identity, no matter how far away its members may travel from the Southern settlements.  Be it of their own devices, or to simply lead the herds further north in the warmer months, Teramerians are still a part of the Clan no matter how far they may travel from Teramer’s black sands.  They are a matriarchal people, their clans structured around the All-Mother, the eldest woman in the clan who also bears the longest lineage of Teramerian offspring. A common Teramerian saying is “From the womb bears our lineage, and to it we give homage”. This simple phrase sheds light upon the Teramerian stance of the All-Mother and her importance to the Clan’s wellbeing; acting as both the giver of life and the rule of law for the clans as they interact with one another. +Areas that are saturated with Undead through non artificial means are normally the result of numerous dimsoul moriums extending their will into environment (which, for areas such as battlefieldshospitalsmass graves or site of mass casualtiesa single human could potentially create dozens of moriums from their passing). It appears there is some sort of resonance effect with multiple moriums in an area in which Undead are actively being created, as other dimsoul moriums are far more likely to infuse the spark of unlife into human remains if the process is already underway nearby.
- +
-While largely independent in the years leading up to the Reckoning, Teramer fell for a time under the purview of Collatia, acting as one of many subjects that greased the cogs of the ancient Western power.  Due to their smaller population they were easily routed and brought into the heretical dominion by the larger and more imposing nation. Due to their limited natural resources, Collatia demanded exorbitant amounts of hides and pelts from the Teramer herds, along with working some of the Southern settlements into exhaustion for their iron deposits to fuel their city-state.  At times, Teramerian settlements would act as the scapegoats for the Collatians, of whom would reave and raid these settlements of their livestock, iron stores, and even of women if they felt their demands were not being met to fuel the already engorged bellies of the Dynasty. These acts, of which compiled over many generationswould leave a lasting impact upon the Teramerian people, of whom would ultimately look for any opportunity to see themselves one day looking down upon Collatia as it fell into the sea. +
- +
-When the Reckoning began and the armies of the Decusian peoples descended upon the lands of the Collatian Dynasty, a better staging point for their naval forces was sorely needed. Traversing large cohorts and legions across the Godspine would have seen a vast number of their forces dwindled before setting down upon Collatia due to its hazardous peaks and harsh winters. Teramer offered a place for the Decusians to sweep down upon their heretical foes in the name of their God and Savior, and to do so from a staging point that offered little resistance to their efforts; for small bands of nomadic people such as the Teramerians would be easily quelled if they attempted to rise against the Republic.  What the Decusians had not been prepared for was that the fact that the Teramerians quicklyand almost ferventlywarmed to the Decusians occupation and arrival of their massive armies. +
- +
-For the Decusian invaders were not seen as enemies to Teramerbut as royalty blessed themselves by the Gods, for they sailed upon large ships far beyond anything the Teramerians could have ever imagined.  Instead of rebuking these conquerors, they instead opened their lands to them along with their mines, offering the Republic a means of supplying itself on the front-lines of its Holy War as well as providing a vital staging point that would play a pivotal role in striking down the Western Collatian serpents.  As the Western nations fell under the Legion’s and Templar’s swords, many of the Collatian Old Dynasty vowed to pay vengeance upon the Teramer people for their insolence and perceived betrayal. +
- +
-In more modern history, the Venerated Republic would continue to maintain its outposts and over-watch of the province, taking full use of the mines and the deep reserves they offered in iron and precious minerals.  Due to the region being home to the Warbishop Naum Alexandrov himself, Teramer boasts a large Inquisition presence within the capital city of Aleksandrov, named after the Bishop himself. In fact, Teramer is responsible in providing to the Republic upwards of twenty-five percent of the Inquisition’s yearly recruits, whom are regarded to be some of the most physically conditioned and imposing men and women throughout the entire known continent of Vitaveus. Due to Alexandrov’s ascension to one of the highest stations in all of the Republic, Teramerians regard him as a figure of high regard (and at times, even legend). Because of this fanaticism, Teramerians are fiercely dedicated to serving the Church in whatever martial capacity they can, be it through the Inquisition, Templar, or even the Apothecary Corps. It is said that nearly all of Teramerian youth culture is fixated upon this facet of life, so much so that formal education in Teramerian is often neglected to favor that of physical conditioning, martial training and other related disciplines. +
- +
-  +
- +
-<fs xx-large>Becoming One with the Flame</fs> +
- +
-The introduction of burning the dead is something new to most inhabitants of Vitaveus, however, its roots stem from Teramer culture long before the time of the Torment.  Due to the permafrost that takes to most of the soil in Teramer, bodies were ill suited to be buried, due to inevitably being summoned forth from the cold ground within a couple years of being interred.  This natural act of resurfacing the dead no doubt brought many contagion and disease upon the locals in Teramer. As such, no one is buried in the entirety of the territory, their bodies are burned en-mass when enough of the dead pile up within their honored walls to offset the cost and rarity of lumber; coal is often used to propel the flames where wood may be in short supplyor the dead number many lowborn or criminal folk. +
- +
-As of late, this practice is now widely used to dispatch the dead in other parts of the Republic, and given a much more symbolic meaning as the fallen is said to be returning to the Flame from which man once came. +
- +
-  +
- +
-<fs xx-large>Torment</fs> +
- +
-The Torment is a problem for all, and although it is not as prevalent within the settlements dotted about the landscape in Teramer, it has however seeped within the soil and the wildlife, where droves of reindeer herds and elk farms have been brought to disease and ruin.  Farming and the impact to the Teramerian wildlife has left an impact on the already small population of Teramer, and due to this rampant and deadly disease, many have taken to becoming refugees in other lands, daring to trek over the Godspine and the Republican ramparts that dot it to find safety within its embrace.  The people of Teramer believe the Torment is a curse placed upon them by the Old Dynasty of Collatia for their role in their ultimate demise at the hands of the Decusians, however, those Teramerians who leave their homelands to other parts of the world are quite shocked to see that this sentiment is also shared by others outside of Teramer’s lands, albeit somewhat rarely. +
- +
-Logistically speaking, nearly 70% of Teramer is currently considered Blackland and lost to the blight of the Torment. Only the most southeastern villages of Teramer that line the foothills of the Galehorn mountains, along with the mega-city of Aleksandrov, remain "held" by the Republic, and only because of the fierce fanaticism of the zealot Teramerians that still serve the Republic. Venturing any farther than a day's ride from the Galehorn is a fool's errand, with those embarking on such a quest never being seen nor heard from again. The remaining holdouts of Republic power within Teramer suffer from nightmarish conditions, and are subjected to constant and harrowing battles against the afflicted and Tormented whom roam the Western Territories in great, unmitigated hordes. Not surprisingly, however, is the unbridled and near-psychotic lust that many Teramerians hold in regards to their current forsaken predicament. +
- +
-  +
- +
-<fs xx-large>Points of Interest</fs> +
-  +
- +
-**Muldr Mine** +
- +
-A large mine within the Galehorn Mountains, Muldr Mine was a major excavation site known for its mineral deposits that became a vital operation for the Republic post-reckoning.  The mine however became abandoned sometime after 1313, when the Torment began to ooze forth across Vitaveus, bringing death and suffering to all it touched. +
- +
-  +
- +
-**Aleksandrov** +
- +
-The largest Municipality within Teramer, Aleksandrov is home to the largest Decusian Cathedral and subsequent Templar and Inquisition garrisons in the entire region. Due to being built into the face of the Galehorn peaks, it remains a vestige of power within the Western Territories and Blacklands of Teramer proper.  Of particular interest to those from both Teramer and tourists is that it is also the birthplace of Naum Alexandrov, Warbishop of the Venerated Republic, hence the origin of this impressive stone and iron city’s namesake.  His prestige is so well regarded in Teramer that many large wooden statues are erected in his honor and image along the rolling hills and in town squares. +
- +
- +
  
-//**Inspirations and Influences**//+The process of creating Undead within an area can be manipulated artificially through many different means and methods, the most common being seeding an area with extremely strong dimsoul moriums and casting various high power magnitude spells within an area. It is believed there are also spells that can also help jump-start the “leaking” process of a dimsoul morium, thus creating a chain reaction within a suitable area to saturate it with undead. Furthermore, it appears that through the use of these sorts of artificial seedings, the undead spawned forth are sometimes controllable (to a minor extent) by the necromancer responsible for such a heinous and unnatural act.
  
-Black Sand Beach - Iceland, Siberia, Russia. Traditional example names such as Artyom, Konstanin, Sasha and Nikita are common for those hailing from Teramer. 
 <-- <--
  
-<fs xx-large>Vitaveus: Midlands</fs>+-->Vade Mecum Atrocitas#
  
--->Drolund#+Brief explanation of the history and origins of the fabled Atrocitas…
  
-<fs xx-large>Geography</fs>+The Vade Mecum Atrocitas is a publication that has been in circulation in various forms for nearly a millennium. Thought to have been originally translated from recovered texts of the Collatian Dynasty, the Vade Mecum Atrocitas has subsisted through both ancient and modern Decusian culture despite repeated attempts to scour it from the annals of history. While no modern scholar could accurately surmise what texts or ancient knowledge may have originally served as the basis of the present-day Atrocitas, it is inferred that these recovered Collatian works had been centered around the occult and paranormal. Modern day editions of the Atrocitas, as it is most commonly referred to as, most likely resembles little of what Collatian literature it may of been based upon, simply due to it’s nature of being a collaborative work stitched together over literal centuries. Contemporary versions of the Atrocitas consist mostly of the accounts of first-hand experiences and observations of and with various metaphysical and paranormal entities that are purported by the Atrocitas to have or have had existed within Vitaveus. Ascribed to a plethora of different authors over a varied period of time, the present-day editions of the Atrocitas is a sprawling compendium of information covering a large range of topics and ideals, all of which share common underlying themes relating to that of the paranormal, the metaphysical, the esoteric and the occult.
  
-Gray skies perpetually hug the rolling fields of Drolund, as tall wheat fields run the landscape as far as the eye can see The hardy climate that sits at cool temperature year round provides a decent amount of rainfall for this province of the Venerated Republic, the large stocks of wheat grown by the Drodain people feeding them for eons The region is almost split in two as a saddle forms off the Godspine and cuts right through the heart of the provinceOn Drolund’s easternmost edge is the beautiful and vast Good Sea, the largest body of water on the continent of Vitaveus.+The Atrocitas, as other works like it, have been a subject of controversy within the Decusian culture since the original publication and distribution of the work. The Atrocitas’ various chapters and treatises cover wide variety of themes and ideas deemed heretical and even blasphemous by the Venerated Church of Decus, and thus, has been considered contraband for nearly as long as it’s existed in published form. Originally declared to be an illegal work of literature by the Inconcessus Accord of 917 A.S., mere possession of a copy of the Vade Mecum Atrocitas remains illegal to this day. In more zealous periods of the Republic’s history (of which ebb and flow much unlike a unsettled lake), the mere possession of the Atrocitas begot the ire of the Venerated Inquisition, often resulting in outright executionWhile it is evident that the Atrocitas is the work of an innumerable amount of authors over various periods of time (notably, both before and after the widespread adoption of the Decusian culture upon Vitaveus), individual works within the Vade Mecum Atrocitas are often attributed to one of a select few recurring individual names and charactersThis peculiar form of attribution can be for one of many reasons; the most obvious being the inherent danger of being attributed as an author of inherently illegal literature. Some scholars believe that this peculiar authoring method is a form of recognizing and even honoring the most early collaborators to the Atrocitas, and has transformed into a tradition of sorts. Yet there are a select few thatbeyond any logical reason, favor more mystical explanations, particularly that the small pantheon of authors attributed to the Atrocitas are in fact immortal beings, inexplicably adding to the Atrocitas over the course of a millennium.
  
-<fs xx-large>History</fs>+The Atrocitas’ various chapters and treatises cover a wide variety of themes and ideas deemed heretical and even blasphemous by the Venerated Church of Decus, and thus, has been considered contraband for nearly as long as it’s existed in published form.
  
-Historically, the Drodain people were farmers first and foremost.  The large swaths of land provided them with an ample bounty of wild grasses, that over time, they had learned to cultivate and germinate through ancient methods of agriculture and horticulture.  To this day, Drolund breads are prized throughout the Republic, as their stocks of wheat and grains have brought vast bounty of sweat and delicious breads to all corners of the known world. This reputation Drolund possessed in its' early years had not been to it'benefit, howeverOstenam, neighboring region and long time bitter rival, spent much of its formative years  raiding their neighbor Drodain of their hard earned cultivation. +Mysticism and paranormal explanations asideit cannot be disputed that the Vade Mecum Atrocitas carries with it plethora of unanswered questions regarding itvery natureWhile obtaining copy of the Atrocitas can usually be done without an exorbitant amount of difficulty (especially within less regulated areas of the Republicsuch as the Midlands or even the Western Territories), the sources of the Atrocitas’ publication are often a heavily guarded secret. One could deduce that a centralized and organized establishment is behind the publication of the Atrocitas, as nearly every decade, new edition of the work is distributed among the Republic. Yet do to the very nature of the works the Atrocitas purports to document in sometimes meticulous detail, one can never assume that a copy of the Atrocitas is truly genuineif one can even attribute such word to a work such as the Atrocitas. Incidentally, simply due to it’s nature of documenting and detailing creatures, events and occurrences that simply do not exist in modern-day Vitaveus, many look upon the Atrocitas as fantastical nonsense. Many present-day scholars have even petitioned the Venerated Church to add the Atrocitas as an exception from the Inconcessus Accord, under the premise that the work represents masterpiece of Decusian folkloreDespite all of this, the Vade Mecum Atrocitas remains an illegal piece of literature within the Venerated Republic of Decus, whether it be due to superstition, long-standing ecclesial traditions, or simple tried-and-true bureaucracy. Yet in spite of it being considered work of fiction by the majority of educated, rational members of society, the Atrocitas is considered canon to many elements of our cultureCertain sects and orders of Orthodox Decusian traditionalists look upon the Atrocitas as evidence to the existence of the “Ill” throughout ancient and modern history, and often use the Atrocitas and works akin to it as evidence to support their zealous ideologiesIn other parts of the Republicsuch as the under-developed Western Territoriesthe Atrocitas is almost staple of life, often heralded to be as vital to one’s survival as water or the blade.
- +
-Due to the constant threat of the Osteins, the Drodain of the Drolund Plains were forced to take up martial practices to defend their farmlands.  Initially their efforts yielded armies of impressive size. When the legions of the Venerated Republic arrived within Drolund when the Reckoning had finally reached their lands, the Drodain were no match for the overwhelming might that the Decusian faith brought to bear upon them.  In defeat, the Drodain surrdenders to the Decusians after only two years of resistancesolidifying their position as a major grain production power to feed the well oiled Republican war machine. +
- +
-<fs xx-large>Torment</fs> +
- +
-The Torment is in a frenzy within this region, and the Venerated Republic along with the Apothecary Corps is doing everything it can do to stave off the threat of losing one of its largest grain producers for its Empire.  Those of the Drolund fields that still inhabit the region have moved most of their efforts to the Eastern edges of the territorytaking shelter around the Good Sea and the Bloody Basin. It is within these areas one will even find whispers of anti-Western rhetoric, with some whispering about the sudden and violent spreading of the Torment being plot of the Osteins to try and remove their ancient and long-time rivals without fear of being branded as seditionists to the Republic. For it is quite curious that the Torment is so deeply entrenched within Drolund as opposed to its neighboring territories, fact that leads many to believe foul play beyond that of normal means of the plague spreadingDue to the violent outbreaks of Torment across DrolundWesterners who sometimes make it safely through the Godspine find no quarter within these foul lands. Some are even hung along the winding roads of Drolund as warning to other foreigners and wayward migrants that the Torment is at a fever pitch within Drolund. Yet others interpret this message as something else; perhaps a warning to the Osteins that the Drodain trust none but their own in these trying times. +
- +
-<fs xx-large>Points of Interest</fs> +
-  +
- +
-**Bloody Basin** +
- +
-This large body of water is home to a peculiar site for many to witness for their first time.  Eden itself is molded around it as though massive object once fell here, but what is more intriguing is that the rich iron deposits and minerals deep within the hard stone floor of the basin cause a bleeding effect of rust to emerge at the edges of the water where the rock and lake converge.  This effect is where its namesake takes place, as the shores look like they run red with the blood of thousands. +
- +
-  +
- +
-**Kaduraas Pass** +
- +
-This pass that breaching from East to West is a major point of traffic for those who official pass through the region on the good graces of the Republic. It is famous in modern times for being one of the last places that the legendary Resolve and their forsaken followers were observed before disappearing into the Western Territories nearly thirty years agoThe pass is lined with outposts and towers that are manned by Legion forces, and of latehave become bolstered as the efforts to beat back the Torment into the Western Territories have failed.  People who pass through the checkpoint must reach the next in series of stops within a specific allotted amount of time stamped on their passage writ due to the area being notorious for illicit activity such as smugglinghuman trafficking and more; not to mention the specter of the Resolve. If these times are found to be forged or altered, travelers are often simply executed in the street, with Republic forces citing the offender of having been in league with the Resolve. If times prove to be tardy by an unreasonable amount, the offending traveler traditionally would be set back to Antongrad for questioning and interrogation. However, in such dark times as these, these offenders are often executed as well, solely due to hysteria involving infiltration by loyalists to the Resolve.  It is for this very reason many colloquially call this place, the “Mad Dash Pass”. +
- +
-//**Inspirations and Influences**// +
- +
-Midwestern United States. Traditional example names such as Colborn, Cade, Kimberley and Nara are common for those hailing from Drolund.+
  
 <-- <--
--->Ghaenthgrand# 
- 
-<fs xx-large>Geography</fs> 
- 
-Those who have traveled the Shimmering Plains of Virrenul will tell you that the grasslands go on forever. Indeed, whether on horseback or foot it is hard to imagine the sprawling plains coming to any sort of end. Yet end they do, as does Virrenul, when it runs up against the Broadwater, which at over 500 miles in length approaches even the mighty Red River in length. If you should chance to cross the river, as the pioneers did long ago, you will find yourself in Ghaenthgrand, the territory which lies at the center of Vitaveus. The Shimmering Plains may end at the Broadwater, but the majority of Ghaenthgrand is dominated by such grasslands and prairies. Save for the west and the south, most of the territory is a vast expanse, broken only sporadically by rivers and forests. This abundance of land only makes what lies further into Ghaenthgrand more breathtaking. 
- 
-Situated along the northern border of the region rests Goodsea, which is Vitaveus' largest inland body of water. It is fed from sources all over central Vitaveus but within Ghaenthgrand the greatest of those sources is the Broken-Hearted River, one of Vitaveus' great rivers alongside the Red and Broadwater rivers. Goodsea is composed of freshwater and the lake is approximately 38,0000 square miles in surface area and is a central feature of not only Ghaenthgrand but the entire region. Amidst Vitaveus' flatlands it must seem unique, but the truth of the matter is that while it may be the largest inland body of water, it is not the only one within Ghaenthgrand's borders. One-hundred miles to the northeast one may also find the Lake Volg, another large lake in central Vitaveus. Lake Volg is the terminus of the Broadwater and connects to Goodsea via the Wise Canal, the longest of three channels connecting central Vitaveus' four largest lakes. 
- 
-Despite these features it would be fallacy to claim that Ghaenthgrand is all plains, rivers and lakes. The Godspine Mountains, Vitaveus' tallest range, compromise the western border of the territory, and along with the Godspine comes foothills and boreal forests. Southern Ghaenthgrand is also bordered by rocky highlands; Roenhelm's Valley (better known as the Cauldron) is the southernmost point of Ghaenthgrand and a part of the Eternal Range, a sprawling series of mountains which continues for over 800 miles to the southeast. 
- 
-As is the case with most of the territories in central Vitaveus, the majority of Ghaenthgrand's citizens live near the lakes. There are certainly towns and even small cities in the foothills and backlands, but the northeastern portion of the region is far more densely populated than the southwest. Those settlements that aren't near the lakes or the fertile midlands are nearly always a stones throw from the banks of the Broken-Hearted River or one of its tributaries. One such town, perhaps the largest of all the backland towns, is Raven's Bridge. It is opportunely located at the fork where the Broken-Hearted River is joined by Katrina's River, one of its many tributaries. Roughly 300 miles southwest of the Goodsea, Raven's Bridge (and indeed all the settlements in the southwest) are considered off the beaten path. Still, the placement of Raven's Bridge makes it something of a regional capital for the villages and hamlets in the area. Such a designation has brought prosperity to it, and along with that prosperity Raven's Bridge has steadily grown over the years. 
- 
-While Raven's Bridge may indeed be the central town of the southwest, Hegvard is the true territorial capital of Ghaenthgrand. The largest settlement in the territory, Hegvard lies on the shores the Goodsea. Citizens of the eastern territories might share a good laugh when the people of Ghaenthgrand call Hegvard a harbor town, but the truth of the matter is that the title is every bit deserved. Goodsea is perhaps the best source of transportation and food in the region and allows the residents of Hegvard to do business with both Drolund and Ostenam. Access to Volgen via the Wise Canal and Lake Volg further supplements Hegvard's mastery of the region. Hegvard also sees a fair amount of traffic from travelers; the road west leads through Drolund to the Angelspire Traverse, making the settlement a prime stopping point for both those on their way to the western territories or those heading back east. 
- 
-Depending on their journey, those same travelers often pass through Steelferry as well. Situated some 250 miles east of the capital, this tiny town rests along the banks of the Broadwater at the edge of the Shimmering Plains. The town gets its name not only from the lumbering chain ferries which it operates for those crossing the Broadwater, but also for the majority of its clientèle; Steelferry's barges are often frequented by fresh Legion platoons on their way west. Though the ferry may be what the village is known and named for, in truth it survives off of what most towns in northeastern Ghaenthgrand survive off of; miles and miles of fields. Perhaps the best of such fields can be found in the Rathyn Expanse, the fertile tract of land between Goodsea and Lake Volg. Some 160 miles northeast of Hegvard across the waters of the Goodsea one can find the town of Fieldstone, the seat of power in the Rathyn. Though not as large as Hegvard, Fieldstone served as the capital of Ghaenthgrand until the road west was forged through the territory. Soon after it was outgrown and replaced, though it still likely holds honors as the wealthiest town in Ghaenthgrand due to the value of the surrounding land. Its counterpart, across the Expanse on the shores of Lake Volg, is Tills. 
- 
-<fs xx-large>History</fs> 
- 
-Ghaenthgrand is unique to Decusian culture, as it is a territory that was sparsely and thinly populated by native peoples upon the arrival of Decusians to Vitaveus. When the first explorers set foot in what was to become Ghaenthgrand and made their way to the shores of Goodsea, you can imagine their incredulity. The year was 477 AS and Arkhess was being settled, while intrepid sailors were already mapping out the meandering shores of the northern Yultac territory. The Goodsea was unexpected, unplanned for, and many had no explanation other than the fact that they were standing upon the beaches of Vitaveus' west coast. It was a rumor dispelled with further exploration, but the seed had already been planted and already people were talking about the sea in the west. 
- 
-And so came the pioneers, slowly at first, and then in droves. By 525 AS a full-fledged settlement effort was underway. Those with nothing to lose crossed the Shimmering Plains in Virrenul, which at times proved rather inhospitable, but the majority came from Volgen to the northeast. Many settled on the shores of the lake there, and it was these people who gave the Goodsea its name, claiming it held all the benefits of the Pearl Sea to the east with none of the dangers. One such group was led by Martus Rathyn who, newly wealthy from his land in Volgen, led his family southwest in hopes of even greater success. He discovered it on the shores of the Goodsea when, in 528 AS, he founded a settlement he would call Fieldstone. Drawing others to his banner, Rathyn's town grew and soon became the defacto provincial capital of the Ghaenthgrand region. Eventually all the surrounding lands came to bear his name as well, and the Rathyn Expanse was heralded as a success that many pioneers of Vitaveus hoped to emulate. 
- 
-Still, some were not content simply to reach the lake and pressed on into the territory, following the shores of Goodsea and eventually the banks of the Broken-Hearted River southwest. Perhaps the best known was Katrina Yudoras, who in her youth had been a High Deacon of the Decusian Church and a member of the Circle of Illumination. Though she had since retired from the clergy she continued with the research that had propelled her through the ranks of the church, convinced that the mountains to the west held religious relics from centuries past. Along with a contingent of pilgrims she followed the Broken-Hearted River southwest until, in 542 AS, reached the confluence of the Broken-Hearted River and what would come to be know as Katrina's River. There she died of natural causes. Without her leadership the pilgrims faltered. One half of the group decided that with Katrina's death so ended their mission and at that site they founded the town of Raven's Bridge. A smaller second group, led by one of Katrina's outspoken pupils named Walther Roenhelm, continued south along Katrina's River and up into the mountainous valley which came to bear his name. Roenhelm's Valley would eventually take his life and the lives of many of his followers, and though it still draws adventurers those in Ghaenthgrand have all but written it (and Walther Roenhelm) out of history. 
- 
-The latter portion of the 6th century brought a radical shift in population to Ghaenthgrand. Many of the territory's current towns were already in place, but settlers were also startling to look west to Drolund. Though it was many years before passage through the Godspine Mountains would be opened the Republic was already thinking of such prospects and in 568 AS started their work on the road west through Ghaenthgrand. Nearly every settlement on the great road grew as a consequence, including a well-to-do town called Hegvard on the banks of the Goodsea. The road proved so prosperous that Hegvard soon became the largest town in the region. Still, most states and districts within the territory continued to operate independently for the next 180 years as the Republic spread throughout Vitaveus. What few decisions concerning Ghaenthgrand as a whole continued to take place in Fieldstone until the official proclamation of the Republic in 749 AS. With Ghaenthgrand's declaration as a territory the capital was moved to the more centrally located Hegvard. 
- 
-Aside from some mild rivalry between Rathyn and Hegvard, Ghaenthgrand has continued to prosper throughout the years. 
- 
-<fs xx-large>Torment</fs> 
- 
-Ghaenthgrand has been spared many of the horrors of the Torment, undoubtedly due to most of it's territorial holdings consisting of powerful Prelacy Parish estates and baronies of whom had been able to weather the initial outbreaks with ease. Ghaenthgrand continues to remain stalwart in the face of the Torment, although since the 1320s, numerous patches it's sprawling grasslands have been claimed by new construction - namely in the form of temporary camps, settlements and relief villages for displaced Republic citizenry from both overcrowded Municipalities in the Baronies as well as evacuated Townships in the Midlands. 
- 
-<fs xx-large>Points of Interest</fs> 
- 
-**Chapterhouse of the Knights of the Walls** 
-Throughout history the prosperous and fortunate have always had a desire for exclusivity, and in Ghaenthgrand those men are found in the Rathyn Expanse. Amidst the sprawling crops and field walls there is a fort where, for all practical purposes, none has a reason to exist. This is the Chapterhouse of the Knights of the Walls, the headquarters of a fraternal organization comprised of influential Prelacy men from all over central Vitaveus. 
- 
-Such chivalric orders have existed in many different forms all throughout the Republic. Though holding no power in any official capacity, they tend to draw membership from powerful people in society and in that regard the Chapterhouse of the Knights of the Walls is no different. The group claims to have been founded by Martus Rathyn himself in 530 AS, though due to their unnecessarily secretive ways this cannot be confirmed. 
- 
-Much of the clubs traditions and practices are a secret, members rarely speak openly of their involvement, and access to the Chapterhouse is forbidden to anyone but full members. Still, it is hard to point to anything malicious about the group and indeed “the Walls”, as they are colloquially called, are often associated with charitable works in central Vitaveus. 
- 
-**Principle Falls & Katrina's Tears** 
  
-The Principle Falls can be considered the headwaters of the Broken-Hearted River. At the falls three rivers which flow out of the Godspine Mountains come together before plunging over a sheer cliff face in a 75 foot drop. Though quite a site, the falls are rarely visited due to their secluded nature. Evidence suggests this may not always have been the case; rough stone steps have been carved into the cliffside leading from the base of the falls to the peak. Who did this or why remains a mystery, but they seem to predate any settlements in the region.+====== Life in the Republic ======
  
-Stranger still are the similarities they bear to other stone carvings that can be found some 220 miles to the southeast. Katrina's River is not the only geographical feature to bear Katrina Yudoras' name. On its way out of the foothills to join the Broken-Hearted River in the north, Katrina's River passes through a series of lakes that have come to be known as Katrina's Tears. The lakes, collectively much smaller than Goodsea or Lake Volg, are serene, out of the way places that are rarely visited. Again, this was not always the case; stone steps can be found carved into lakeside bluffs and many of the lakes even possess wreckage from what might have been crude stone tables. That such remnants can be found without any trace of actual settlements is a perplexing mystery and one still unanswered to this day.+-->Citizenship#
  
-**Roenhelm's Valley**+The Venerated Republic of Decus, or “The Republic” for short, is a theocratic-oligarchical nation of hundreds upon hundreds of millions of people. Due to the overwhelming population that is purported by the Republic, living conditions and an average life experience within the nation is dependent on a myriad of qualifiers and conditions. With such a booming population, this broad spectrum can range from luxurious lifestyles to grueling livelihoods of manual labor and exploitation. There are, however, concrete quantifiers that can, with a confident amount of accuracy, determine the general living conditions a given member of the Republic may find themselves within. These include, but are not limited to: upward mobility into the Citizen caste (verses remaining within the Civilian caste), relationship with and involvement within the Ecclesial Authority, and verifiable heritable linkage to the Prelacy. 
  
-High up in the Eternal Rangeat the northernmost tip of the mountainsthere is a place that few ventureIt is a valleysome 3800 miles square in areasecluded by a craggy rim encircling itIt is called Roenhelm's Valleythough Ghaenthgrand locals who speak of it (if they speak of it at all) simply call it the Cauldron.+One of the most basic and common quantifiers of living condition within the Republic is that of the idea of Citizenship. Within the Republica bright-line distinction exists between two castes of society; that of the Citizen (High Decusian: civis), and that of the Civilian (High Decusian: paganus). In terms of social hierarchya Citizen of the Republic is more valued and revered. Consequently, Citizen also enjoys a substantially higher standard of living than that of their Civilian equivalentsThe Decusian concept of Citizenry and Civilian-hood is an ancient oneof which evidently existed prior to that of the Reclamationand is based upon the concept of Divine Officium; known otherwise as “Divine Service”The concept of Divine Service is quite simple – within the theocratic-oligarchical nation of the Republicservice to the state is not only considered a societal honor and a prestigious station, but is further understood to be an act of reverence to the divine itself. Thusly, those whom serve the Republic in a formal capacity are by societal norms considered to be the more devout and zealous members of the nation
  
-Though rumors passed on by explorers and scouts had circulated, the area did not truly come into focus until 542 AS, when Walther Roenhelm led a group of pilgrims up into the Eternal Range and then down into the auspicious valley. There was no word for several months until quarter of Roenhelm'party returned, bringing with them morbid tales of the valley. It was a wonder some of them had made it out alive, for nearly all of them seemed to be afflicted with some type of unknown fluxFatigued and weary, they took as many as three months to recover from the strange sicknessThough those who tended to the refugees never fell illtheir patients were clearly afflicted with something; in addition to more common symptoms such as headaches and nauseamany lost hairfingernails and teeth. Even more had strange rashes or discolorations near their armpits, throats and groins.+It should come as no surprise that within the theocratic-oligarchical society of the Republic, those whom can display reverence to the One True Faith with more zeal and devotion than their peers – or benefit from having heritable linkage to the Prelacy or to the Ecclesial Authority – benefit from higher standard of life. The state’reward for this comes in the form of CitizenshipCitizens within the Republic are afforded rights and privileges (known collectively as the Beneficium) Civilians are notWhile there are literally hundreds of points and concepts that collectively make up the Beneficiumthe most revered of these privileges are represented by three rights of considerable importance: The Right of Dissentthe Right of Dominion, and the Right of Lethality 
  
-Perhaps more disturbing than their unusual malady were the stories they told of their journey into Roenhelm's Valley. With their words they painted a picture of a dusty basin hardly able to sustain life. The plants that grew in the rocky soil were withered and stunted. They had seen no animals save for the dogs and mules they had brought with themAnd as they traveled deeper into the valley they claimed Walther Roenhelm himself became more and more disconnected from the reality of their situation. He claimed that Katrina Yudoras was speaking to him from beyond the graveleading them onward to the site upon which they would build a monastery and unlock the secrets of AscendanceUnwilling to follow Roenhelm's apparent delusions any longer, the small splinter group left in the nightThey were not pursued.+The Right of Dissent, the most prominent of Beneficium privileges, allows Citizens to express their disagreement with the state – of which is more formally referred to as the Ecclesial Authority – as well as their fellow Citizen and Civilian without fear of criminal or civil charge from the AdjudicatoryIn regards to dissent against the state, this “expression” is relegated solely to the privilege of being allowed to cast their vote in for representatives – known as Vicars – within the Republic Senatethe deliberative (not legislative, of which is limited solely to the Authority) governing body of the Republic. Vicars are elected to life-time positions within the Senate based upon the size of the Municipality or other incorporated territory they represent, and are only elected by Citizens through the Right of DissentActualpublic dissent against the state through communications or actions is considered an illegal act, ranging from being classified as malum prohibitum (wrong by statute) to mala in se (evil in of itself), depending on the infraction It should come as no surprise that within the theocratic-oligarchical nation of the Republic, those whom can display reverence to the One True Faith with more zeal and devotion than their peers – or benefit from having heritable linkage to the Prelacy or to the Ecclesial Authority – benefit from a higher standard of life.
  
-Despite the ill portents, the tale of Walther Roenhelm and his Decusian monastery live ondrawing desperate men and women from all over Vitaveus to the Cauldron. The Venerated Inquisition Corps has organized missions in 591 AS and 688 AS to put an end to the persistent sacrilege, though each group eventually returned empty-handed.+The secondary benefit of the Right of Dissent is the privilege of having legal standing to express disagreement against one’s fellow citizenry, or civiliansthrough the act of providing legally-binding testimony to the Republic Adjudicatory for further legal action. This exercising of one’s Right to Dissent is normally conducted in the pursuit of seeking restitution for real or perceived wrongs, the breaching of contracts and other binding agreements, and other legal issues classified as malum prohibitum. As one may deduce, the right to utilize the Adjudicatory for any legal assistance is limited solely to that of the Citizen caste of the Republic; while Civilians are protected under all Clerical and Republic law as equally as their Citizen counterparts, they are unable to initiate any sort of legal proceedings against their fellow Decusians in absences of Citizen status. This inequality often times leads to the disenfranchisement of Civilian caste as it relates to faith within the Adjudicatory, though public displays of it – such as protests or riots – are met with swift and decisive force of the most prejudicial nature
  
-The valley remains unsettled and any who venture into it seem to contract the strange malady that afflicted the original refugeesMost recoverthough some die suddenly years later to vicious wasting disease with symptoms identical to the original flux. The Church has quietly declared the area forbiddenthough there is no effort in place to stop people from enteringEven if there wasit seems to be a moot point; most who enter seldom return.+The second of the core Beneficium ideals, the Right of Dominion, is one of the least convoluted concepts of Citizen rights, and consists of two key points. First, Citizens are bestowed the right of land and building ownership within the Republic and a majority of its territories and colonies. This is not to say that every Citizen owns land – or even buildings – within the Republic, as most land and building ownership is entrusted to the Ecclesial Authority or that of the Prelacy casteRegardlessthe act of owning land within the Republic is considered privilege and not a sovereign birthright, and one that is entrusted only to those of the Citizen caste. The Right of Dominion often leads to the largest difference in wealth equality between the two castes of the Republicwith Citizens having the potential of being able to produce more wealth from owned land and real estate than those of the Civilian caste. This becomes a quantifying factor of living conditions, as Citizens can more easily and comfortably pay their Municipal or territorial taxes, their Clerical Tithes, and any other monetary obligations required to the Ecclesial Authority than their civilian counterparts. Civilians (and, in rare circumstances, Citizens) whom are unable to keep up with their Republic taxes and Clerical Tithes have their debts added to their Fidebes – more commonly known as “Faith Debt”. Escalating amounts of Fidebes is considered a crisis of faith within the Decusian culture, and leads to the forced conscription and/or employment into one of the many factions of the Republic as to “rekindle” one’s faith in the One True God. The Right of Dominion often leads to the largest difference in wealth equality between the two castes of the Republic, with Citizens having the potential of being able to produce more wealth from owned land and real estate than those of the Civilian casteThis becomes a quantifying factor of living conditionsas Civilians can more easily and comfortably pay their Municipal or territorial taxes, their Clerical Tithes, and any other monetary obligations required to the Ecclesial Authority than their civilian counterparts.
  
-<fs xx-large>Inspirations and Influences</fs>+The secondary aspect of the Right of Dominion is that of the privilege of being able to procreate and sire offspring within the Republic. Citizens are given this privilege without restriction, and may produce as many children as they deem necessary. Civilians, on the other hand, are legally prohibited from procreation within the Republic. Violations of this tenant of Decusian life are based upon the number of prior infractions a family or, in the case of illegitimacy, a mother may hold. For the first few infractions, the child’s estimated Fidebes would simply be added to the family or mother’s debt to the Authority. For repeated, flagrant violations of the law, more invasive penalties are applied – up to and included conscription of the family and child into Republic service, forced sterilization of one or both parental units, and extensive additions to the hereditary Fidebes of a family name or tree, of which requires compensation in the form of tithe or servitude to the Republic by generations of a lineage as opposed to a singular individual. 
  
-Anglo-SaxonCamelot Arthurian LegendTraditional example names such as TheobaldBaldric, Bella and Anabel are common for those hailing from Ghaenthgrand.+The third and last Beneficium privilege of any serious consequence is that of the Right of Lethality. The Right of Lethality is an important privilege bestowed upon Decusian Citizens as it governs not only the ability for one to possess and carry a weapon within the Republic, but to furthermore use it in the application of both Letalis Vis (extreme force used against another living being that results in death), and the use of Aeternus Vis (“everlasting” force used against the undying that results in dis-animation). Citizenry of the Republic may carry and possess weapons within the Republicwhereas civilians cannot. Furthermore, Citizens qualify for an affirmative defense – that is, a defense in which indemnifies the defendant regardless of additional facts or knowledge – when applying lethal force (Letalis Vis) against that of a civilian when used in self-defenseCitizens are further granted the right to dispatch the Sempiternal (known by the lay as the “Undying” or “Undead) wherever and whenever they are happened upon. InverselyCivilians of the Republic are not allowed to carry or even possess martial weapons and are considered in gross violation of Decusian law in any situation that their actions or deeds result in the death of another Decusian, even when performed in the mortal defense of themselves or another. Lastly, the act of applying Letalis Vis upon those of the undead persuasion is illegal as well, for the given Sempiternal may have, in its’ prior state of being, been of a higher caste or station, and thus must be tended to by those of more devout natures. Due to these rather draconian statutes and laws concerning weapon possession and even self-defense, Civilians often rely on the Ecclesial Authority to provide day to day protection – be it in the form the Legion, the Templar, or a local Municipal safety force. This further leads to a lack of proper martial training for Civilians versus that of the Citizenship; civilians are often untrained in the use of the blade, whereas citizens may be quite proficient in it
  
 <-- <--
--->Heston# 
  
-<fs xx-large>Geography</fs>+-->The Prelacy#
  
-Heston is nestled between some of the most vibrant and beautiful Provinces within the Midlands and Eastern Baronieswhich in turn forms a interesting and breathtaking array of landscape features that bring Heston its unforgettable charm Large yew trees encroaching from Athaerun, the rolling hills of poppy flowers from Virrenuland some of the beautiful freshwater springs that run from the Godspine itself all lend themselves to the splendor that Heston claims dominion overThe dales of Heston are something to be admired in the summer and the fallas the colors change and the vegetation is still in full bloom. The largest quantities of exports such as potatoes, cabbage, onions and tomatoes come from the various agricultural Townships and occasional Municipalities of Heston, which makes the territory critically important to sustaining the Republic with fresh food supplies.+The concept of the Decusian Prelacy (or simply Prelacy for short) is a societal Decusian concept that is prevalent in all facets of life within the Republic. In the simplest termsthe Prelacy can be considered a caste in of itself, towering high above both the Civilian and even the Citizen when viewed comparatively upon the hierarchical ladder of Decusian societyUnlike the ascension from Civilian to Citizenhowever, membership within the Prelacy is not earned through rewards from the Decusian meritocracy or through service to the RepublicInstead, the concept of the Prelacy and earning a position within it is exclusively based upon genealogycreating what is most readily identifiable as a hereditary aristocracy within the Republic and Decusian culture
  
-<fs xx-large>History</fs>+The term Prelacy refers to that of the original Prelates of the Decusian Church, of whom are some of the most famous and influential founding members of the Decusian Faith proper. Not to be dismissed simply as some of the founding members of the Decusian Templar, the Prelates are considered historically and culturally significant as they were described to be among the most revered and closest disciples to that of Archangel (or, in some texts, Arch Prelate) Decus during his life amongst men in the Mortal Realm. These hallowed men and women were considered to be the closest humans to that of the One True God, and unsurprisingly are credited to significant and epic deeds within ancient history, ranging from leading the first armies of Men, to liberating large swaths of humans from the yolk of slavery, to more fantastical and monolithic feats. In modern-day, post-Reclamation Decusian faith, the Prelates continue to maintain a strong presence as well, as many of the more established and famous Prelates of Decusian history are also commonly associated with representing a moral ideal or custom important to the Decusian way of life. This representation comes in the form of the Prelates acting as a champion or patron of a moral ideal or lesson, such as being representative of a specific virtue of the Sacred Eight, or championing ideal or custom deemed important to the Decusian culture, such as the responsibility of paying one’s Tithes to the Venerated Church. 
  
-Heston is a region that has long been settled by some of the first men to walk Vitaveus Although the region is named Hestonthe people from the region do not call themselves in some sort of variation of the name, as Heston simply implies “from the bushwood enclosure” They are in essence like the Republic itself, a melting pot of mixing cultures from the surrounding regionswhich in part played vital aspect in their assimilation to the Venerated Republic at the time of the Reckoning Natives of Heston are often known for their reserved but tempered response, while some may argue that their mannerisms border on the behavior of laziness and lackluster enthusiasmespecially when it comes to the hustle and bustle of cities such as Greatport.+The true number of Prelates that are formally recognized by the Ecclesial Authority are anyone’s guess, as records of these ancient times are closely guarded secrets to the state and AuthorityThere are however thousands of Prelate ancestorial lines that have been publicly recognized by the Authority and Clergy to date, of which become matters of formal record once proper investigations into the genealogy have concluded. These investigations can sometimes take generations to complete, as the bureaucracy in declaring a Prelate is nigh never-endingHoweverwhen new Prelate has been “discovered” within the annals of history and crowned accordinglyit is truly an occasion – more often than not, great celebrations are held by the territories and Municipalities that claim new Prelate, with weeks’ long festivals and feasts held in their honorThis celebratory period is sometimes the only deviation from otherwise dismal living conditions some Decusians may experience in their entire lives, and thusly, it is truly a wonder to behold.
  
-Historically, the peoples of Heston showed an affinity and admiration of the natural world, and as such some of the more rural areas of the territory had been rife with all manners of paganism and earth-based worship.  When it came to the Reckoning howeverHeston was conquered in but few short months. So notorious was the quick assimilation of the region into the Decusian empire that tales still speak of the weak-willed nature of the native peoples, with sayings such as  “people from Heston have yellow bellies and lead in their shoes" being commonplace These sentiments are easily misguided and far from the pulse of what the people of Heston are like in reality for many rumor that the pagans of Heston were such in tune with their earthly rootsthey had foreseen the arrival of Decusians long before they ever stepped foot upon VitaveusFor this reasonthey opted to preserve the beauty of their lands rather than stain them red with the blood of the fallen in a futile attempt to resist the inevitable; indoctrination by the Decusian war machine.+Along with this rather rare and unorthodox departure from the grim reality of day-to-day life that Prelate Celebrations offers comes a rather curious phenomenon; the perceived honor a Decusian may experience in being a member of a territory or province that a Prelate is credited to have hailed from in pre-Reclamation times. For many of the poor and destitute within the Republic, this fleeting notion can truly impress upon them a sense of kinship with an otherwise inaccessible Faith and Republic, with the less fortunate often adopting whatever mantle a newly ordained Prelate is said to be the patron ofbe it virtue or simply an idea or concept, as a cornerstone to their own personal faith. So influential is the idea and concept of beholding Prelates as patrons of these given ideals that effigies and inscribed monikers of the Prelates are rife and commonplace within the Republicespecially with those of lesser stations and castes, as it is often the only non-confrontational and non-domineering aspect of Decusian Faith these destitute may ever experience in their miserable livesViolence and strife do however find its’ way even into such innocuous and hope-inspiring rituals such as these. At times, the impoverished amongst the Republic sometimes so fervently championing their patron Prelates and the ideas they represent that they will use force against those who do not share such zealotryIn large Municipalities and Church-Citieswhere numerous Prelates may share lineage from, street-gangs have even been known to form with the sole intent to bring martial force against rival neighborhoods that may look upon a different Prelate as their source of faith inspiration 
  
-People from Heston look like an amalgamation of AedaensEasteringsVirrenians, and Athaerians; their skins ranging from sunkisses to palebrown eyes to light blues and greens, and even blonde hair to raven black.  Their settlements were typically small and built in naturally open spaces as to bring little disturbance to the natural world; using mud and stone to erect buildings with thatched roofs. In modern times, however, sprawling development of large cities has taken rise, yet consideration to aesthetics as well as impact on the local environment has always guided any sort of development within the territory. InexplicablyHeston has retained much of its' grandeur while also bearing home to some of the largest populated areas west of the Baronies.+In-daypost-Reclamation Decusian faiththe Prelates continue to maintain a strong presence as well, as many of the more established and famous Prelates of Decusian history are also commonly associated with representing moral ideal or custom important to the Decusian way of life. This representation comes in the form of the Prelates acting as a champion or patron of a moral ideal or lessonsuch as being representative of a specific virtue of the Sacred Eight, or championing ideal or custom deemed important to the Decusian culture, such as the responsibility of paying one’s Tithes to the Venerated Church.
  
-<fs xx-large>Torment</fs>+The process of ascending the social-economic ladder of Decusian society and becoming part of the Prelacy is no easy task. Only those families who can prove, through exhaustive research and evidence provided to the Ecclesial Authority, that they possess common ancestry to a Prelate can claim the mantle of belonging to the Prelacy. This process is, of course, exorbitantly expensive, and therefore is cost-prohibitive to lesser Citizens and Civilians. It is thought that for every bloodline that is officially recognized as being decedents to the ancient Prelates of the Decusian Faith, ten more may realistically exist but will never garner recognition as they are kept oppressed by inordinate amounts of Fidebes and other obligations to the Authority that prohibit them from ever transcending above the Civilian caste. Despite the exorbitant costs associated with proving relation to a Prelate, Citizen bloodlines and families are continually attempting to prove kinship to them, as being awarded formal recognition of such by the Authority is a guaranteed ticket to upwards class mobility within the Republic, and is a goal that nearly any sensible Citizen maintains. 
  
-Paganistic groups from the dales have made public attempts to thwart and push back the efforts of the encroaching Torment from more caustic and problematic Provinces like AedenshyrVirrenul and even Redholme Howeverthese practitioners of the Old are no members of the Consortium, and as such are deemed apostates, no matter what good intent them seem to serve. Consortium Circle members have been operating within the dales for a while now, and suspect that these apostates were supported by the Moorwick circle in Virrenulwhich subsequently saw to the destruction of its members by the Church and its more devote Auditorii This in turn as made the pagans who are trying to stem the tide of the Torment hostile to Republic interferenceafraid that they may do more harm than good in trying to bring them to the Flameas the world around them is coming closer to going up in flames itself. Do to this flagrant disregard to Decusian laws and cultureas well as the significance of the territory in terms of pure agricultural worththe Church has focused a significant effort into flooding Heston with Legion and Templar forces; not because of the Torment, but to systematically eradicate any and all whom would promote or harbor the pagan groups and their wicked magics from the face of Vitaveus. Much to the dismay of many in the higher echelons of the Legion and Church leaderships, tens of thousands of soldiers have been committed to chasing down what amounts to less than a few thousand practitioners, and as a result, has turned Heston into a modern-day witch hunter's paradise.+Bloodlines whom are in fact able to prove relation through genealogy to a Prelate are officially recognized as kin of the Prelacy by the Ecclesial Authority, and with such designation comes power, prestige, and above all else, wealthThese families, of whom span generations, are essentially the aristocracy of the Decusian culture and are entrusted with civil responsibilities and powers by the Authority that easily generate influence and wealthespecially when accounting for generational periods of timeA member of a Prelacy Housefor example, would be given priority over that of any other Citizen in considerations of free market or tradeallowing those of the Prelacy to establish generation-enduring farmsplantationsfisheries and trading companies. Furthermore, upper echelons of the various Decusian factions – up to and including the Ecclesial Authority itself – are nearly exclusively populated by those of Prelacy genealogies, and thus often exhibit preferential treatment to other Prelacy Houses when conducting the various aspects of Republic bureaucracy.
  
-<fs xx-large>Points of Interest</fs> +Only those families who can prove, through exhaustive research and evidence provided to the Ecclesial Authority, that they possess common ancestry to a Prelate can claim the mantle of belonging to the Prelacy
- +
  
-**dAbre Cour**+]Hereditary bloodlines and Prelacy families are often referred to as “Parishes”. A single Parish can span generations and numerous family lines, as consanguinity through marital union is recognized as viable relation as well. A Parish, depending on their size, power and general influence can often carry enough notoriety to be a household name among thousands of Decusians in a given geographical region of the Republic. Serious means of industry, manufacturing and trade that are not owned and operated directly by the Republic Foundry are most always owned and managed by a Parish. Parishes often have their own colors, standards and, depending on their size and wealth, private men at arms – of whom, by official standards, can only be used in the defense of Parish holdings and properties. Parishes have further been known to often adopt and incorporate their ancestral Prelates patron virtue or ideal into the fabric of their own existence, often serving to champion such ideas through acts of philanthropy within their communities. 
  
-The manor of a once wealth and powerful Prelacy family who held large dominion over Heston, d’Abre Cour sat amidst the rolling poppy fields as they breached out of Virrenul and into the dales.  The owner of the manor, a Prelacy family with the surname of Comberstack, began to make attempts to tax goods both exported and imported into the region to assist with the efforts of the Republic in keeping order within the post-Torment territory.  Howeverthese efforts were a front, and the Comberstacks were funneling the money to pay for their lavish tastes in heretical literatureWhen a local Templar Chapter heard word of the Comberstack's deceitthe Chapter seized their landsand executed all those even associated with the Prelacy family, to include hundreds of serfs. +Of rather special note is that those of the Prelacy that hold positions within the factions of the Republic do so of their own free willas being part of a Prelacy bloodlines automatically bestows upon future heirs and heiresses the mantle and station of Republic Citizenship without the need of Divine Officiumor Divine ServiceThose of Prelacy Parishes that do enlist within the Church TemplarClergyLegion, Foundry or any other faction of the Republic often do so with the intent and aspiration to become quickly promoted to administrative positions of power due to their genealogy – with an end-goal of retiring early and safely with a bestowed title of honor as to even further their influence within society as wholeIt is to be deduced that those of the Republic that have been bestowed the official titles of honor ( Magnus Dux/Magna DucissaArchidux/Archiducissa, Dux/Ducissa or Prorex/Proregina) upon retirement by their patron Factions are often members of the Prelacy.
- +
-**Coquelicot** +
- +
-A small but bustling city resting halfway between the border of Redholme and Keluben, Coquelicot was named after the rolling poppy flower hills that reach into the Province and part around the settlement in beautiful perimeter display This settlement is well defended compared to many of the much smaller hamlets that dot the landscape, as the people of Heston make every attempt to not disrupt the growth or natural beauty of Eden; a view expressed very differently from their neighbors to the South in Aedenshyrwho pride themselves on modern advancements in machine and steel. +
- +
-//**Inspirations and Influences**/+
-Celtic and Gaelic. Traditional example names such as Bryn, Rowan, Gwyneth and Morgan are common for those hailing from Heston.+
  
 <-- <--
--->Ostenam# 
  
-<fs xx-large>Geography</fs> 
-  
- 
-Coniferous trees paint the landscape of Ostenam, with rocks and the forest floors covered in thick coats of lichen.  The air is thick with fog that rolls through almost year round, only breaking when the Flame reaches the highest points in the sky.  The landscape of the region begins to slope into a lowland when pushing further East away from the Godspine Mountains and the Galehorn Mountains that give Ostenam its sturdy Western backbone.  Strong waterfalls off the Godspine fall into the province and form the many rivers that cut through the middle of Ostenam, making their way South by Southeast and forming many of the lakes on their Southern border, including the famous Lake Volg. While mostly unsuited for large-scale agricultural use, the region of Ostenam is important to the Republic primarily for its' mass production and easy transportation via. waterways of lumber. The majority of Ostenam's population hubs are situation around the shores of Lake Volg, but other notable cities can also be found at the base of the Godspine as well. 
- 
-<fs xx-large>History</fs> 
- 
-Ostenam is one of three nations that, until the arrival of the Decusian Faith and the Venerated Republic, was embroiled in constant skirmishes and raids to establish itself the rightful power within Vitaveus among its rivals: Volgen and Drolund.  Though not concerned with establishing an outright Empire, the nations of Ostenam, Drolund and Volgen all conspired to exert exclusive rights of rule throughout the region, with their key goals being to establish a form of taxation for both currency and valued good, along with rights to land claims and wild game within the regions.  This drive originates from an ancient period of warring tribes that once converged to a singular people, and for many who first visit each of these Midland provinces, the vestiges of these ancient cultures seem one in the same at face value. 
- 
-The ancient people of Ostenam were a pale skinned and dark of hair and eyes folk.  They remain among the tallest people within Vitaveus, and their frames are usually bulky and big boned, and native Osteins still retain much of their pale skin and dark hair identifiers.  Their size however should not dismay someone from thinking they are no more than mere cumbersome bulls, as the people of Ostenam have a rich history of being some of the best hunters and trackers to stalk Eden.  Their ancient culture is one of seldom words, and to share such tongues with folks even if a mere single word is a sign of respect in their eyes; “No prey hears its stalker,” as the Osteins (Aws-tee-nhs) say in regards to their shortness from outsiders. 
- 
-When the Republic entered the Ostenam during the Reckoning, they had their hands full in dealing with the local populace as their guerrilla tactics proved to be a nuisance to their larger forces and their garrison positions, harassing them at every cost.  What seized the region for them was not just their enduring presence or their might in large scale battles, but a single military stroke of luck that saw the thane of an area known as Tills brought to the sword by a small group of Legionnaires who sought revenge for their brethren in battle after being displaced from the bulk of the Legions forces in Ostenam.  By breaking through the sentries in the dead of night and slaying the thane in his sleep, the Osteins took this as a sign that they had become prey to an apex predator, the Republic, and agreed to bend the knee to the conquering Decusians on their war path. To this day, the near mythical tale of how Ostenam's armies of thousands were brought to heel by but a handful of Legionnaires is cited ad nausea in basic training of all the branches of the Republic's military programs. 
- 
-Post-assimilation, Ostenam found a niche within the Empire quickly.  Their capability for conducting quick and brutally effective raids, along with their gifted talents in tracking, saw to their people as being highly regarded among the Legion and Templar. Ostenam itself never possessed a true religion of its own, and thus were able to be adopted into the Decusian faith with little resistance. As such, little of traditional Ostenam beliefs remain today. 
- 
-<fs xx-large>Torment</fs> 
- 
-The Torment is an interesting beast when it comes to the territory and provinces of Ostenam.  On one side, the fringes of the territory are being slowly encroached upon by its manic death and destruction from the farmlands of Drolund.  On the other, near Volgen, the Lake is showing signs of Torment, where schools of fish are washing ashore in malformed and misshapen husks.  Tills, for example, is now being supplied most of its waters through aquifers produced by runoffs of the Galehorn Mountains, however, the disease has shown up in pockets around Tills, where some of the outlying villages have been quarantined or outright eradicated. Despite this, Ostenam remains strong and more than 80% of the region is still inhabitable. Yet while the Torment does not claim this land, another menace does. Reports of neopaganistic activity, situated mostly in the western edges of Ostenam, are commonplace. Some even believe that the uncanny prosperity Ostenam has seen in resisting being wholly consumed by the Torment is due to the dark and ancient magics perpetrated by these blasphemous heathens. 
- 
-<fs xx-large>Points of Interest</fs> 
-  
- 
-**Tills** 
- 
-Along the rivers that feeding into Lake Volg and the Goodsea, Tills is a major logging and ferry junction for the bulk of the Republics lumber production throughout the Midlands.  Along with serving as the home to countless lumber mills and ferries, Tills also claims to be the base of operations for one of the most important military academies for the Venerated Republic, the Republic Citadel. It is here that many of Inquisitor and Templar forces whom operate in more clandestine operations on behalf of their Empire hone their skills and temper their wit, far from the distracting influences of the Eastern Baronies.  The training here is brutal, and it is not uncommon to hear of countless deaths occurring due to it, as troops here can often spend years within Tills and the surrounding regions learning advanced survival skills and training in tracking techniques often taught by the descendants of local Ostein peoples. 
- 
-//**Inspirations and Influences**// 
- 
-Tarkine Forest, Australia. Traditional example names such as Isaac, Arlo, Harper and Evie are common for those hailing from Ostenam. 
- 
-<-- 
--->Volgen# 
- 
-<fs xx-large>Geography</fs> 
-  
- 
-Volgen is a moorish highland with barren crag-like hills that roll into the Freemantle Range, where the breathtaking Prelate’s Peak resides.  It is butted up against the First Province, along with the mountains that border it and Arkhess; to its Northwestern border is Ostenam, along with ones of its largest exporters, Yultac, where most of their wool trade is sent.  Within Volgen are a few streams and rivers, but Volgen boasts some of the largest and most abundant bodies of water throughout its Province, the largest of these being Lake Volg. 
- 
-  
- 
-<fs xx-large>History</fs> 
-  
- 
-Volgen is one of three nations that, until the arrival of the Decusian Faith and the Venerated Republic, was embroiled in constant skirmishes and raids to establish itself the rightful power within Vitaveus among its rivals: Ostenam and Drolund.  Though not concerned with establishing an outright Empire, the nations of Ostenam, Drolund and Volgen all conspired to exert exclusive rights of rule throughout the region, with their key goals being to establish a form of taxation for both currency and valued good, along with rights to land claims and wild game within the regions.  This drive originates from an ancient period of warring tribes that once converged to a singular people, and for many who first visit each of these Midland provinces, the vestiges of these ancient cultures seem one in the same at face value. 
- 
-The Volgen people, once known as the Volgs (Vol-g-z) were a chiefdom clan based group of people who have established their presence within the crag-like highlands on the Eastern end of the Midlands.  This region gives little in the form of fertile soil, and as such, most of their harvests come from much more heartier plants that are indigenous to the region and wild growing.  Their main form of nourishment that provided them with sustenance were the moor-headed sheep that are still abundant throughout the region. The Volg throughout ancient history, well before the arrival of the Decusian faith, began to domestic these sheep for their benefit.  What ancestor they may have shared with the common sheep in the Eastern Provinces today is no doubt lost from breeding, but none the less, Volgen remains known for it's livestock. 
- 
-Due to the nomadic needs and grazing patterns of these sheep, historically Volg people could not pen them in and thus, early Volg developed a nomadic lifestyle solely; many of the herdsmen and rangers of the Volg spent months away from their hearth and home just to maintain their flock.  It is a lonely business for such folk, but they were not without the faithful company of some notoriously famous companions: the Volgen Retriever. This stout and wire-haired beast with a broad but short snout was undying in its loyalty to its handlers, who had grown up along sides these four legged hounds since man the first men walks Vitaveus.  They make for great flushing dogs and hunt in packs that seem to indoctrinate their handlers into the pack hierarchy at the apex position. Today, they are not only used to help range in the sheep, but also as Legion sentries, guard dogs and even as pedigree show dogs among aristocratic Easterners of the Prelacy. 
- 
-When the Reckoning took hold of the territory of Volgen, the men and women of the Volg quickly became favored for their extensive knowledge in animal breeding and herding techniques, their hounds becoming quickly integrated into the Legion and Templar forces to act as force multipliers.  This importance laid upon their prized hounds brought the Volg people a greater sense of purpose, and hopes to eventually crush their rivals, which became a reality as they bent the knee in homage and absolute fealty to the Venerated Republic without so much as a few months worth of resistance 
- 
-  
- 
-<fs xx-large>Torment</fs> 
- 
-The Torment remains a major issue within the region, which isn’t anything new for those living in these dark times.  However, the Volg people are beginning to become restless. When The First Province fell, many of it's former inhabitants had begun to flock to the other territories within the Baronies. However, many chose to evacuate further west, namely to that of Volgen. This influx of refugees has put a damper on the herds of sheep the territory is famously known for, as poaching has become a rising threat to the herdsmen and their flocks. The final nail in the coffin for many within the territory has been the contamination of Lake Volg, where many Municipalities and townships are seated around. Thus, many whom reside in these affected cities and villages have begun to blame the refugees that have flocked to their cities and towns for spreading their sickness to the waters, tainting their fish and soiling their water - resulting in a very xenophobic and sometimes violent reaction to newcomers. 
- 
-<fs xx-large>Points of Interest</fs> 
-  
- 
-**Lake Volg** 
- 
-This lake rests as a natural border between  Ghaenthgrand and Ostenam, on its westernmost limit. Many of the settlements and cities that the Volg people inhabit are dotted around these lakes; the harsh terrain of the region makes it hard for transporting goods, particularly their prized wools to surrounding nations of the Republic.  These lakes and their waterways allow for the Volg people to transport their stocks by boat, however, the trip has become tumultuous, as Lake Volg has become contaminated with the Torment. Fish wash ashore in amalgamated husks, and ferrymen have reported seeing large creatures surfacing from the watery depths to swallow men whole. 
- 
-//**Inspirations and Influences**// 
-Yorkshire Moors. Traditional example names such as Albert, Victor, Brea and Fiona are common for those hailing from Volgen. 
- 
-<-- 
--->Yultac# 
- 
-<fs xx-large>Geography</fs> 
-  
- 
-Yultac is beautiful in all measure of the word; lush green rolling hills, ancient birch trees, and bountiful waterways feeding into the Caddoch Sea from both the Galehorn Mountains and the Lake of Volgan all bring out the natural beauty that Yultac has to offer.  This highland territory offers steep plateaus that cut down into valleys and rolling hills that increase in scale as they move Westward against the Galehorn Mountains. Settlements and trade posts litter the countryside, and all roads lead to the North, where the Port of Dwindain resides, the beating heart of the territory proper. 
- 
-  
- 
-<fs xx-large>History</fs> 
-  
- 
-The Yult people of the Yultac highlands were traditionally a pale flesh people with lighter colored hair and eyes of blue and greenish hues.  Compared to the size of other Midlanders, they were slightly shorter build with a coarse hair. Many joke of their excessive body hair, and a common phrase in the Midlands is “a Yult would sell you the hair on his back if it meant an extra copper.”  The Yults were a people gifted in trade and commerce, and the early development of their written and spoken language which spread like wildfire throughout the Midlands pre-arrival of the Decusian war-machine is indicative of this. 
- 
-During the Reckoning, some resistance was give among the Midlands to the conquests marching upon their homes.  The ancient Yults, however, saw the invading Decusian forces as an opportunity to bring about wealth and prosperity to their fiefdoms by opening their borders freely to the Imperial machine, welcoming it with open arms, unlike many other early peoples of Vitaveus.  The Yults were also a faithless lot, and as such, had no qualms with taking on the religious and ritual practices of an invading force if it means that further trade can be conducted to better suit their needs. As such, the Decusian faith was embraced with open arms, and all effigies to paganistic practices within less-enlightened provinces of the territory were toppled with little more than a stifled yawn. 
- 
-Due to the historical wealth and abundance associated with the region throughout history, many members of the Clergy lavish the opportunity to be sent to the region, as it is far from the eyes of Redholme and Tor, and the Yult traders have no issues with lining the pockets of established church officials in order to get extended favors and indulgences. 
- 
-  
- 
-<fs xx-large>The Yultish Language</fs> 
-  
- 
-The Yult people were one of the first to develop a standardized writing system along with a pattern of speech that borrowed from many of the surrounding Midland tribal groups and fiefdoms.  Due to their extensive trade networks and this development of a common writing system, their language began to spread to the surrounding territories; those who wished to trade with them found the language similar in ways to their own, and quite easy to pick up, borrowing on a similar lexicon of tones and patterns.  Furthermore, as many of the surrounding fiefdoms lacked a writing system, relying on oral traditions and recollection, picking up the Yultish writing system only bolstered the capabilities of communication within the Midlands; for both its own politics and religious practices, but also its trading efforts with surrounding regions. 
- 
-  
- 
-<fs xx-large>Torment</fs> 
-  
- 
-The Torment is beginning to make its way into the Northern reaches of the Midlands, and even though these cases are few and far between, what has hurt Yultac most is that the other surrounding regions are suffering heavily from the Resolvist plague.  This has placed a heavier burden on their trade routes, having to take extra measures to protect their traders, caravaneers, and any perishable imports they’ve come across. Provinces like Ghaenthgrand have all but cut trade ties with the Yultian border cities, as their plight with the Torment on the Western front has brought them on the brink of calamity and destruction.  Due to all this, many less reputable or skilled traders have been forced to uproot their shops and coteries for better commercial opportunities elsewhere in Vitaveus. 
- 
-  
- 
-<fs xx-large>Points of Interest</fs> 
-  
- 
-**Port of Dwindain** 
- 
-Resting on the Northern edge of Yultac, this port city is the major economic seat of the Yult people and the Republic efforts in the Midlands.  During the Reckoning, Port Dwindain was used as a staging point for Imperial forces, as it is the last port on the route West along the Caddoch Sea and its deadly squalls that capsize smaller vessels. 
- 
-**Edring’s Monolith** 
-A large black obelisk that stands almost squarely in the middle of the Yultac province, Edring’s Monolith has been given its moniker for its unfortunate circumstances.  Many Inquisitors who have actually looked upon the stone have felt a sense of dread and unease, claiming it something foul from a time long forgotten. However, as legend and folklore may have it, a foolish and shrewd trader by the name of Edring held no belief in such preposterous things many years prior to the Decusian assimilation of Yultac.  As the stories say, to show those in his employ that there was little to fear of such a stone, Edring attempted to carve his name into the obelisk, cementing a message that it was his shrewd trading prowess that should be feared and whispered about, and not some old rock.  Those who watched said that when Edring hit his chisel and hammer against the smooth stone, the man turned into a cloud of red mist, never to be seen again. To this day, the Monolith remains untoppled, seated squarely in the middle of a ridiculously large and walled-in containment area that has been patrolled and guarded by Inquisitor Clergies for centuries. 
- 
-**Galehorn Mine** 
- 
-The Galehorns provide the Midlands with an extravagant amount of minerals and metals that prove vital to both trade and the lifeblood of the Venerated war machine.  The Galehorn Mines, named after the very mountains they plunge deep into, have long been abandoned, ripped of any value that Eden once provided. It is now home to many Western refugees, forced to live within the abandoned passages as they’ve little elsewhere to go.  Due to this, crime has spiked dramatically along the Galehorn, and thus, many have begun to cite further anti-Western sentiments. 
- 
-//**Inspirations and Influences**// 
- 
-Ireland. Traditional example names such as Maxwell, Douglas, Ainsley and Kenna are common for those hailing from Yultac. 
- 
-<-- 
- 
- 
- 
-<fs xx-large>Vitaveus: Eastern Baronies</fs> 
- 
--->Aedenshyr# 
- 
-<fs xx-large>Geography</fs> 
- 
-Sail the Pearl Sea long enough and your journey will eventually bring you to the Gulf of Solurien. Located on the southeastern coast of Vitaveus, the golden waters of the gulf are part of Aedenshyr, a proud territory of this Venerated Republic. The Pearl Sea makes up perhaps the most significant portion of Aedenshyr's border, with the coast of the gulf alone covering over 650 miles. Mountainous regions make up much of Aedenshyr's other boundaries, with the Glowing Range to the South and the Drifting Hills, which are the southernmost spur of the Eternal Range, to the West. The Drifting River serves as a Northern border until until it hits Aedenshyr's northeast border, the vast expanse of Rustwood. 
- 
-Due in large part to the presence of the gulf, most of Aedenshyr is warm temperate zone, enjoying humid summer months and very mild winters. However, the Southwestern region of the territory, specifically Corlais Canyon and the land surrounding the Riding River valley becomes more arid and desert-like the further West one travels. As a coastal region, most of the population in Aedenshyr is centered around the Gulf of Solurien. Various settlements and villages dot its shores, living happily off the bounty of the sea. The largest city is the aptly-named Greatport, which is home to nearly 100,000 citizens. Greatport is not only the most populated city in Aedenshyr but also the territorial capital for the entire region. Greatport is sometimes called the Floating City, a moniker bestowed upon it by sailors due to its extensive system of wharves and piers. Its often said you can dock in Greatport, restock on supplies, sell your goods in the market and spend the evening in the tavern without ever setting foot on dry land. The majority of the city, of course, is built upon the shore, but this fanciful anecdote always draws visitors to Greatport's bustling harbor. 
- 
-Greatport and all the other coastal cities truly highlight the importance of the Gulf of Solurien, but it would be naïve to discount the many prosperous inland cities and towns of Aedenshyr. There are two of particular note, both significant border towns. Nestled in the Northeastern corner of the region is Keluben. Travel through Rustwood is often impractical and sometimes dangerous, so it is no surprise that Keluben, which lies near the edge of the great forest, is a is a popular stopping point for travelers. Those making their way by foot or horse either into Aedenshyr or back to Redholme and Athaerûn often find themselves passing through the small city. Its residents are a proud folk and many will claim that they passed through so often that one trip they just decided to stay. 
- 
-At the opposite end of Aedenshyr lies the second settlement of note, Corlais. Located in the Riding River valley and perched above Corlais Canyon, the Municipality takes its name from the Legion stronghold that lies at its heart; Corlais Castle. Corlais  is the last stop for those making the descent into the desert below. Due to its proximity to the Riding River one might think that Corlais Castle is also in a prime position to transport goods between Aedenshyr and Prodai, but the truth of the matter is that, plagued alternatively by flash floods and droughts, the river is too unpredictable for any type of reliable shipping. 
- 
-<fs xx-large>History</fs> 
- 
-Aedenshyr was an appealing region for pioneers even before it became widely settled by the Republic. Though Redholme was by far the more popular destination of the time for those who followed the coast South, people were already speaking of the land beyond the Rustwood. Eager to take advantage of this unsettled expanse, early Decusian citizens and prospectors led the push West before the Republic turned its official attention towards Aedenshyr. Due to the rather passive nature of the local tribes and peoples of the territory, expansion was rapid, easy and without any strife. 
- 
-Many settlements, including Greatport, were established in this period of time. Trade was also established through Corlais Canyon with the natives of the desert beyond. However, despite the early successes of settlers within Aedenshyr, it was not until much later that the territory saw dedicated support from the Republic. Even this was regarded as something of a slight to the settlers, though; while peacekeeping forces were left in some of the larger towns, the sights of the Republic were set even further West. Led by a contingent of Templar, an army of the Legion and an equally sizable army of their engineers marched across Aedenshyr, barely stopping until it reached Corlais Canyon. Here they started the construction of Corlais Castle, lighting a spark that would eventually burst into flame some 20 years later with the completion of the stronghold and the initiation of conflict with the clans to the West. 
- 
-Soon thereafter, Aedenshyr had resigned itself to being one side of a battlefront in a war that would last some 30 years. Still, save for several small incidents, all-out war never spilled past the Riding River valley and into the territory proper. The drain on resources and the constant recruiting efforts were the most the citizens of the fledgling territory had to deal with, and even those passed in time. Even if most had never even lifted a sword many settlers took pride that their home had played a small part in uniting the peoples of Eden. Due to the largely benign and passive nature of the original tribes and peoples of the territory, little is known about their cultures and traditional roots, for their assimilation into the Decusian culture was seamless. It is for this reason that Aedenshyr is the home of many of patriots and nationalists outside that of the First Province, as the heritage of the territory is nearly a blank slate. 
- 
-  
- 
-<fs xx-large>Torment</fs> 
- 
-In 1309, Aedenshyr had saw the realignment of Corlais Castle from a Legion stronghold to a civil enclave. Its days of battle were long behind it and its garrison had dwindled, yet instead of abandoning it entirely it was simply realigned to serve as the governing authority of the Riding River valley. It was at this time that it began to truly grow as a township, and a few years later the settlement was officially, and appropriately, given the name Corlais Castle. It had since became a popular place for retired Legion veterans to make a home. With the outbreak of the Torment and subsequent problems in the Western Territories, Corlais Castle was re-instituted as a Republic military focal-point in 1320. It has since served as the most high-profile entry-points into the West proper, with thousands of military personnel traveling through the stronghold and surrounding countryside on a weekly basis. Apart from this, Aedenshyr has only otherwise have had to deal with Afflicted incursions upon it's borders with Prodai, as on occasion roving hordes of the mindless undead make their way across the inhospitable deserts in arduous exoduses that would otherwise kill the living. 
- 
-  
- 
-<fs xx-large>Points of Interest</fs> 
-  
- 
-**Church of Bones** 
- 
-Settlements are not the only thing that can be found along the coastline of the Gulf of Solurien. On the southern shore there is a stretch of beach perhaps a mile in length littered with the skeletons and carcasses of great sea creatures; the Church of Bones. It is from these remains that the area gets its name; half buried into the sand, rib-cages rise into the air like the arches or flying buttresses of a cathedral. The bones of perhaps hundreds of these creatures are littered along the strand, but perhaps the greatest concentration is around the bones of a leviathan locals and sailors have come to call Ahmael. Though only a portion of of the skeleton is visible from the shore, Ahmael is by far the largest specimen in the Church of Bones and was over 45 meters in length. 
- 
-Though some of the skeletons are perhaps centuries old, every so often a fresh body will appear on the shoreline, left to rot and be picked apart by scavengers. Scholars have no explanation for why some of these creatures die in such a fashion, nor can they answer why this particular stretch of shore is the site they come to. The locals stay well away, not needing an explanation to know that the Church of Bones is a dark and unnatural place. That sentiment aside, it still draws many travelers throughout the year. 
- 
-**Stonewood Hills** 
- 
-Rustwood is perhaps the best known forest near Aedenshyr, but located in the hilly region perhaps 50 miles southwest of the wood there is a forest of another sort. This is Stonewood, a forest noted not for its trees but its rocks. A region perhaps 40 square miles in size, Stonewood is dotted with stranding stones. Varying from approximately 1 meter to 5 meters in height, the stones truly do resemble the trunks of trees. They are of the same rock as the surrounding hillside although they do not show any hint of masonry. Still, it seems unlikely that they are natural and many scholars have devoted their lives to studying the Stonewood. 
- 
-//**Inspirations and Influences**// 
- 
-Greece, Italy. Traditional example names such as Alexander, Deacon, Adelphie and Callista are common for those hailing from Aedenshyr. 
- 
-<-- 
--->Arkhess# 
- 
-<fs xx-large>Geography</fs> 
- 
-Arkhess forms the northernmost Province in the Eastern Baronies, jutting out into the Pearl Sea as it bends towards the Caddoch Sea.  Formed primarily of eskers that formed long ago when the area was perpetually frozen and covered in ice, red pines ride the saddles and elevated slopes as these gravely eskers reach towards the West and the Freemantle Range.  Low and marshy fens sit between sprawling taiga forests, resulting in the vast majority of the cities of Arkhess being settled upon the eskers themselves. The majority of the concentrated population lies in the southern-most areas of this territory, closer to the border shared with Volgen, with Arkhess supporting millions of souls in various Municipalities spanning this fertile area of forested land. Farther north, Arkhess hardly represents a true Eastern territory, as hospitable land gives way to more frigid conditions and population thins. It is in these northern-most areas that tales of peculiar paganistic practices have always flourished, lending Arkhess to maintaining the title of being one of the most mysterious territories within the otherwise civilized and tamed lands of the Republic. While such tales and rumors have been widely shown to be utter none-sense by centuries of Inquisitional inquiries and investigations, the inhospitable northern reaches of the territory by their sheer nature lend Arkhess to maintaining a reputation of mystery and danger. 
- 
-  
- 
-<fs xx-large>History</fs> 
- 
-Historically speaking, Arkhess, or known among its early peoples as Arkkuharjut (meaning “coffin eskers”) is a land of sturdy folk who have adapted well to their environment.  Their abilities to read the land and understand the importance of surviving in some of the most austere conditions have made them both practical and utilitarian in their approach to a hard world.  Their diet consisted primarily of wild berries, meats and fish, with milks and cheeses farmed from domesticated reindeer. Their homes were forged from pine and other conifer trees that are abundant in the region. Of note are the Akrhess' iconic sauna shacks; structures designed for both a social experience among members of a tight knit community, but also to provide much needed warmth in an area that can freeze a man in his sleep. 
- 
-The Arknonen people had followed a code known as Sisu, one that means determination, will and perseverance.  An Arkonen who is confronted to not possess Sisu in regards to one's familial bonds, support in their community or even one's self survival, may be banished as an outcast and exile; though these exiles typically succumb to the environment if they truly lack Sisu, those who show determination at the will to survive, are brought back into the fold.  This cultural concept and pillar that upheld their society had also played into their relationship with the invading forces of the Venerated Republic. 
- 
-With the arrival of the Decusians to Vitaveus, many scouting parties and explorers were sent out to map the surrounding lands that would eventually become the seat of their dominion; Arkhess was one such region.  Upon their arrival to these far northern reaches, Decusian explorers met with locals who warned them of the path they looked to tread through the region, speaking of the Arkkuharjut that have claimed many foolish and unprepared lives.  Not understanding their dialect or what they spoke of, they assumed they were calling the land Arkkuharjut, and opted to label the province Arkhess in a matter of linguistic ignorance. 
- 
-Arkhess was home to a system of feudal lords who in turn swore fealty to the High Magnate, a position in which has been shared by a single common bloodline since recorded Arknonen history.  During the time of the Reckoning, the High Magnate, Antti Jarvinen, passed without an heir. During his final years, his negotiations and diplomatic engagements with the Decusians built enough of a amicable relationship.  His fears of a Volgen invasion or the shrewd Yults sowing discord among his people and dividing them brought Antti to a crossroads; to either let his only daughter fend off her lands and people without allies, or bond her in marriage to the swelling Empire to the south that spoke of hope and ascension through God.  Antti choose the latter, cementing a long relationship between the Decusians and the Arkonen of Arkhess. As a budding religion carving its way slowly through what is now known as the Eastern Baronies, forming bonds through marriage unions oft times saw the avoidance of bloodshed, while still finding a way of subjugating a group of people into the Republic. And thus did the Arkonen become one of the first civilizations to become assimilated into the sprawling Republic of Decus. 
- 
-<fs xx-large>Torment</fs> 
- 
-When the city of Tor fell, many of those trying to escape by sea had two options at hand; join the mass exodus south to the lands of Redholme, an already overcrowded region of survivors, or travel North to the less hospitable yet lesser populated lands of Arkhess. This is not to mention of the particularly difficult escape through the seemingly impenetrable mountains of which surrounded the First Province. Choosing the seaborne option, hundreds of vessels made their way from the Torian docks north to Arkhess when the city had fell. However, as with any calamitous run-in with the Torment, many aboard these vessels were infected. Before these vessels could find safety in one of the many Arkhess port towns, many of these ships lost all aboard to the Torment, inevitably crashing into the shores and spilling out the infected and the mad onto the beach heads of the frozen coast.  Previously untouched by the Torment, the Arknonen coastline is now a hotbed for the scourge, placing a major setback on both the importation and exportation of goods from the province along with pushing many of its people into the eskers along the Freemantle Range, resulting in overcrowding in the larger cities now forced to accommodate for the safety of the coastal villages seeking refuge from the Torment. Numerous Legion cohorts work to clean these coastal areas to this day. 
- 
-<fs xx-large>Points of Interest</fs> 
-  
- 
-**Kalastaa** 
- 
-One of the largest port towns in Arkhess, Kalastaa supported a major fishing industry that Arkhess benefited from along the Pearl Sea to the Bay of Good Men.  Today, it is only home to the walking damned, the Torment having spread like wildfire in this once vital port due to the calamities involved with fleeing Torians. Those who escaped speak of the disease spreading from the fish becoming infected themselves, no doubt feeding on the bloated and floating dead that lingered off its frozen coasts during the exodus of Tor. 
- 
-**The Arkkuharjut** 
- 
-Translating to the "coffin eskers", this region of Arkhess is said to have the buried ills long forgotten beneath its eskers, placed inside caves dotting along the ridge lines that form the area.  Local superstitions speak of dead creatures walking the hills and visiting terror upon those who wander too close to the icy caves and saddles. The First Decusians confused this term with the name of the region when they came to explore the regions North of their newfound home, believing the locals spoke of all of the Province, as its know today, as Arkkuharjut, which was translated to Arkhess. 
- 
-**Jyri’s Last Stand** 
- 
-Atop one of the summits of the Freemantle Range is a large granite effigy erected in tribute to a single soul that helped alert the Arkhonen people of a Volgen counter offensive at the early points of the Reckoning.  Jyri and his brother Jere were conducting a patrol around the mountain passes that led from Volgen into Arkhess. Running into a Volgen raiding party, Jyri was severely wounded; in order to alert the nearby troops garrisoned within the region, Jyri sent his brother Jere to warn them of the invaders while he stayed behind to buy them time.  Jyri fought with great Sisu, but was inevitably feasted upon by a large pack of Volgen Retrievers. His efforts stopped the military counter attack as his brother warned the nearby conscripts of the situation. This monument was built in his honor, atop his very bones that lie interred there today. 
- 
-//**Inspirations and Influences**// 
- 
-Greenland, Alaska. Traditional example names such as Hans, Jakob, Kristine and Mette are common for those hailing from Arkhess. 
-<-- 
--->Athaerun# 
- 
-<fs xx-large>Geography</fs> 
- 
-Athaerun sits atop some of the most magnificent bluffs along the Pearl Sea, providing it a natural defense from any possible seaborne invasions upon its borders.  Thick yew forests with and heavy mossy underbrush cover the landscapes subtle hills that rest atop its impressive cliffs overlooking the Pearl Sea. Due to the idyllic vistas and landscapes Athaerun boasts, this Province is home to some of the largest monasteries ever built, looming over the cliffs in impressive displays of architecture and veneration to their God, Decus. 
- 
-<fs xx-large>History</fs> 
- 
-The first tribes of Athaerun were primarily of a sedentary lifestyle, living in small communities that relied heavily on hunting wild game, particularly the stags in the region that have become well known for their beautiful coats and succulent meat.  Athaerians were well prized for their excellent craftsmanship with wood and their ability to make some of the finest bows in all of Vitaveus; a large part of this specialty developed no doubt due to the abundant yew trees that cover the region. These once tribal groups of people were brought under the might of the Venerated Republic through the sword and might of the Decusian war machine. 
- 
-During the Reckoning, as the Legion began its assault from the northeastern shores of Athaerun, they found themselves at a disadvantage being on the low ground overlooked by the impressive cliffs that hug almost all of Athaerun’s coastal border. Besieged by Athaerian archers whom would rain down volleys of arrows upon their heads, the Decusian war machine had fallen prey to the defenses of these tribes who rallied together to push back the red tide of the Legion. For this reason, Athaerun remains rooted in military history as being an infamously costly region to have taken so early during the Reclamation efforts. 
- 
-As the Venerated Republic moved through the countryside and into the interior of the province, they began erecting effigies and monoliths to the Archangel Decus, establishing a firm rooted iconography that painted the landscape of Athaerun and still does to this day.  When the tribes conceded defeat to their invaders, they were put to the task of building some of the most marvelous monasteries and educational centers for religious philosophy in all of Vitaveus, taking their expertise in working wood and creating artful inlays that told visual tales of Decus and his gift to mankind.  Through decades of working on the Empire's singular artistic identity through religious iconography, many of the Athaerians began to convert fully to the religion, taking up positions within the clergy as the faith grew throughout the Eastern province. Today, many of the Decusian high clergy can trace their bloodlines back to Athaerian ancestry, and those that cannot undoubtedly had spent a good deal of their academic years within the Province studying at one of the hundreds of monasteries that dot its landscape. 
- 
-<fs xx-large>Torment</fs> 
- 
-The monasteries of the Decusian faith, in more modern of times, have evolved to become the learned centers of both the philosophical and medical. However, during the beginning stages of the Torment, little in the way of protective equipment was developed and as such, many of the medical personnel became infected with the wretched disease. The Alftwyn Monastery, one of the largest epicenters for medical research was a tragic loss to this plague on humanity, as its patients began to turn horribly against their caretakers, and in a single foul swoop, all inside were claimed by the terror that is the Torment. The sprawling monastery has since been walled off, and Templar with the purview of the Apothecary Corps have been maintaining a watchful gaze over its once beautiful architecture, now marred by the screams and blood spilled by these amalgamations that were once the faithful. There is concern however that even the walls and pyres built by the Church to keep the disease at bay are not working, as the lush wilds around the monastery have begun to turn dead and blackened, with sightings of sickly stags and dead birds throughout the forests have become talk among the common folk. 
- 
-Apart from this sole exception, Athaerun has remained a strong and stable element in post-Torment Vitaveus. Situated between the historically significant territory of the First Province and the epicenter of Republic power, Redholme, Athaerun has benefited from a strong and measured response from Decusian forces whenever even a hint of threat emerges. The numerous dozens of Municipalities and hundreds of Townships that litter the Athaerun countrysides are some of the most safest places for residential living outside of Redholme; this is undoubtedly due to the staggeringly large presence of clerical estates and Prelacy mansions and manors and keeps that call Athaerun home. Athaerun is further considered one of the most wealthy Territories of the Baronies, falling only behind Redholme - this is undoubtedly due to the massive presence of Prelacy bloodlines and houses that call the territory home. 
- 
-<fs xx-large>Points of Interest</fs> 
-  
- 
-**Alftwyn Monastery** 
- 
-One of the largest monastical compounds ever constructed, Alftwyn was dedicated to the understanding of medicine. This once proud monastery was heralded as the East's epicenter for those who wished to learn the practices of Allopathy in an effort to better the lives of those who lived beneath the merciful gaze of the Venerated Republic.  Recently, Alftwyn has become home to nothing more than the living dead and the Tormented, forever locking its doors off to anyone who would have once sought enlightenment from its cloistered walls. 
- 
-**Varo Monastery** 
- 
-Due to the fall of the Alftwyn monastery, Varo has become a replacement for what knowledge was lost at the large monastery no less than a fortnight's ride away.  It has been highly fortified as of late, and many of the local citizenry who once entered its sprawling grounds to hear sermons of the Clergy or gain an education there have all been turned away. This has sparked great concern among the numerous local communities whom utilized the campus in times prior to the Torment. 
- 
-**Monument of the Legion** 
- 
-A large black slab of granite naturally formed along the bluffs of the Athaerun cliffs has been turned into a massive mural of dedication to venerate the Legion of the Republic for its heroic sacrifices in the Reckoning.  This mural is a massive 60 feet in height and 300 feet in length, and depicts Legion soldiers valiantly marching into battle under the hail of a sky of arrows. The name of every Legion Cohort to have fought and died during the Reckoning within Athaerun has been carved into the side of the mural, paying homage to the sacrifices the faithful gave in the name of their God. 
- 
-//**Inspirations and Influences**// 
- 
-Scottish Highlands. Traditional example names such as Camdyn, Glenn, Isla and Finella are common for those hailing from Athaerun. 
-<-- 
--->Redholme# 
- 
-<fs xx-large>Geography</fs> 
- 
-Encapsulated by impressive mountain ranges, Redholme has always been a geographically isolated province. The ruthless rough country of the Rustwood combined with numerous natural chokepoints gives the province an appearance almost as though it were engineered for defense. The Rustwood extends far to the south and west bleeding through into Aedenshyr Province and access to the mighty and impressive trees contained therein forbidden by the Venerated Republic, leaving them inaccessible to all but the most bold of poachers. 
- 
-The natural climate preserved in the rural areas of Redholme is a temperate one. The fresh air and mild seasons allowed for prosperous  agricultural trade in the early history of the Province.  
- 
-Within the sprawling cityscape that takes the province's namesake, however, the last several decades have led to a choking smog from industrial machine shops, factories, and power generating plants. Due to the geography of the province, the run-off from Redholme’s booming industrial sectors has led to the tainting of once pure waterways that ran through the province. Likewise, the smog, carried by wind fronts off the coast, has come to settle in low-lying farmlands leading to a mass-exodus from these rural municipalities. 
- 
-In the man-made hills of the Redholme City upon which gated Prelacy communities and government facilities dwell, power is dealt in lavish comfort. Powerbroking is the chief sport among the Redholme Parishes, and it is often whispered among the civilian and citizen classes that the lives of men, even whole cities and Legions are moved about as carelessly as pieces in a game of checkers. 
- 
-<fs xx-large>History</fs> 
- 
-In the foundational days of the Republic, when the First Apostles still walked upon the soil of Vitaveus, Redholme proved an instrumental foothold. The wealth of natural resources contained within its valley-esque geography made it the principal engine of industry and war during the Reckoning. Since that time, the descendants of many Prelates have established their Parishes in Redholme, making it home to some of the oldest and wealthiest families in the Republic. High Society of Redholme is touted as hosting only those of the purest of lineages who have always been able to date their lines back to the First Landing. 
- 
-A thoroughfare for colonization, Redholme has always been a melting pot of the Republic. Displaced peoples from the western and midlands were often shuffled off back towards the Eastern Baronies, especially Redholme wherein they were forced, sometimes by economic pressures and sometimes by more literal means, to labor in the workshops, logging operations, and deep mines of the territory even before the technological revolution of the late 13th century. 
- 
-Due to spiraling debts, the descendants of many of these displaced emigres persist in this system even to this day. Their great-great grandparents who labored in the dangerous and unpredictable Rustwood logging operations were often contracted to pass their debts on to their descendants, owed to a variety of Parishes. Many of these Parishes have made themselves into industrial magnates in the current era, using indentured servitude in their factories. 
- 
-Today, Redholme is one of the last shining beacons of the might of the Venerated Republic. The city on the hill which takes the Territory's namesake has found itself the political capital of the Republic since the fall of Tor. 
- 
-<fs xx-large>Torment</fs> 
- 
-The mountain passes, immense dangers of the Rustwood, and narrow chokepoints have made securing the province a thing of relative ease in a cooperative effort between the official soldiery of the republic and the small private armies held in the pockets of the multitudinous Prelacy Parishes. 
- 
-Entry to the province for those not fortunate enough to be a blooded member or treasured servant of a Prelacy Parish, however, is a trial which most fail. Having instituted a strict overland Quarantine, entry to the province without the appropriate paperwork is restricted to hikes through the treacherous Rustwood or mountain-climbing attempts which rarely result in success. 
- 
-More so than even its natural defenses, its strategic importance ensures stalwart and continued military support by the Venerated Church. Some even say that if Redholme were to fall, the Republic would follow soon after. 
- 
-Day-to-day life in Redholme is significantly more stable compared to that of other territories as the wealth of natural material and ocean access by the large ports down-river of the Redholme City there have been no shortages of materials as other provinces have seen. 
- 
-All is not well in the City, however, as the old-blood Redholme Parishes look on in horror as they watch fellow Prelacy and even Citizens flood in from other Territories. Not because they fear their own mortality but because they recoil at the thought of allowing destitute, deluded bloodlines from less prominent Territories into their High Society. 
- 
-Meanwhile, tensions are high in the overcrowded civilian neighborhoods and refugee shanty towns that sprung up before border crackdowns. These conditions leave room for criminals, revolutionaries, and fanatics of all kinds to infiltrate the city and grow their followings.  
- 
-<fs xx-large>Points of Interest</fs> 
-  
- 
-**The Rustwood** 
- 
-A great temperate rainforest made up of large redwoods, their rust-coloring has given the land its namesake. During the warmest months of the year, a thick fog from the south makes the forest difficult to navigate. If the threat of poachers and pagans do not deter entry, it is most certainly the fear of forced conscription into the Apothecary's many alleged field camps if caught trespassing, as its acreage to this day is still controlled and regulated by the State.  
- 
-In the time of the First Apostles, it is chronicled that The Rustwood made up the entirety of the territory, and provided lumber to the budding Empire. The Republic seized control of the region and restricted access for reasons of triage to stop the spread of a deadly, contagious plague in the 8th century known as Woodsmen's Rot. Theories as to the plague's origins varied, some saw it as a targeted attack from the pagan tribes seeking to push the Decusians out of their lands, others saw it as having ventured too deep into the forest and becoming exposed to new miasmas. 
- 
-Nonetheless, the Parishes whose wealth depended on the managing of the Rustwood redirected their heavily in building infrastructure for the Venerated Apothecary Corp in the region to combat the outbreak. 
- 
-In recent times, the Foundry has sought to once again utilize the forest to fuel its industry as Torment threatens its lumber supply chains in the Midlands, where the Apothecary sees the forest as potentially holding medical breakthroughs from the expansive biodiversity that could combat Torment. 
- 
-**Redholme City** 
- 
-Upon the official quarantining of the First Province in 1342, the Republic Senate, The College of Bishops, and other major Factions relocated to Redholme from Tor, repurposing The Pontufex as the new seat of Government. This transition brings political tensions, as the Vicars who represent Redholme City can operate with the full might of their influence now that the bureaucracy has taken residence within their borders.  
- 
-The largest city in the Eastern Baronies, Redholme City is located where the Dray River meets the smaller Aldor River. In the early days of settlement, this spot where the rivers met was utilized to transport logs downriver to the coast to supply the budding Decusian Empire with ships and materials to continue their conquest westward.  
- 
-After the Rustwood was seized by the State, the wealthy Parishes shifted focus into venture capital wealth reaped from lumber operations into the development of industry and trade in nearby territories, and with those profits began investing in their future; putting both large sums of money and blooded Prelacy into the ranks of the Apothecary and Foundry.  
- 
-This financial stimulus from the city’s Prelacy class has transformed the city over time into becoming a major center of scientific pursuit and technological advancement. To many, the city is a glimpse of what the future held for the Republic before the emergence of Torment; electric street lamps luminate the majority of main streets and plumbing is a required amenity within the city limits. 
- 
-To others, Redholme represents everything wrong with the Republic, the egregious wealth flaunted by Prelacy class as civilians waste away in crowded, impoverished neighborhoods having to subject themselves to horrible work conditions in the city's factories in order to survive. 
- 
-With exception to those refugees within the shanty towns, the average citizen of the city is generally out of touch with the situation throughout the rest of the continent. 
- 
-**Pontufex Hill** 
- 
-The Pontufex is an independent city-state surrounded by the municipality of Redholme City with full ownership, exclusive dominion, sovereign authority and jurisdiction solely under the Venerated Archbishop. With an area of 151 acres and a population of 501, it is considered the smallest province in Vitaveus. 
- 
-The city-state contains religious and cultural sites such as the Castrum Lucius, Salvatorem Nostrum, and museums. Vitaveus’s most famous paintings, sculptures, and scriptures are protected within the city’s vaults. Its unique economy is supported financially by donations of the faithful and Prelacy tithes. The Pontufex has no taxes on property nor sales of any items. 
- 
-Castrum Lucius is the archbishop’s palatial residence. It initially was planned as a summer palace for Lucius Randamus V, fourth emperor of the Venerated Empire. Built in early 6th century design, it is a series of self-contained buildings within a courtyard surrounded by an outer structure. The palace houses residential and support offices of various functions as well as administrative offices not focused on the life and functions of the archbishop. 
- 
-Salvatorem Nostrum is a cathedral built to replace the aging Castrum Lucius and to serve as a site for religious function. Construction began in the mid 8th century, paused for the outbreak of Woodmans Rot, and was finally completed within the early 9th century. Currently it houses administration chambers for the Venerated Archbishop and Council of Bishops. 
- 
-Decusian tradition holds it is the burial site of early prelacy and many venerated archbishops as well. It was a famous place of pilgrimage for Decusians and would draw annual audiences of 125,000 in years prior to the initial Torment outbreak of 1313. Access to Salvatorem Nostrum was restricted shortly after the outbreak and then completely prohibited with occupation of the Venerated Archbishop and Council of Bishops. 
- 
-**University of Arbitrium** 
- 
-Located on the outskirts of Redholme City, this is the Seat of the Venerated Apothecary Corp. 
- 
-Originally built in the 8th Century in the time of the Rot, the Abritrium has been on the forefront of academia for centuries; its proximity to the Rustwood provides them a natural breeding ground of diseases for study. It is rumored that the privacy of this restricted land also harbors many an unsanctioned labor camp wherein civilians are conscripted to be forcefully exposed to contagion, as well as subject to other more sinister medical experimenting. 
- 
-In recent years many scholars from Aetherun’s Monastic regions have relocated here in recent times to continue their fight against Torment. Moreover, the introduction of the fifth humor has caused a stir in the recent decade, inflaming debate again over whether or not science would go too far. 
- 
-**The Redholme University of Medicine and Disease** 
- 
-Established in Redholme City in 1327 A.S. in what is essentially the Foundry’s attempt to establish a foothold in medicine to capitalize on their more recent scientific advancements. Where the Apothecary’s University of Arbitrium focuses on the theoretical, Redholme University focuses on vocational concepts in incorporating what the Foundry is known for; standardization and regulation. 
- 
-Some of their methods would be towing the line of heretical by the Apothecaries' teachings, as their official stance on humors is that they paint a partial picture of a whole that needs to be further investigated to be understood.  
- 
-Thus, the University requires a reference from the Venerated Apothecary Corps to be permitted to study at the establishment. Though many in academia grumble that this is all just pageantry to stay a step removed from any scandal should the public turn on the institution for their philosophies, as the politically savvy could point out the same Parish families who quietly back the University financially hold seats on the Apothecary’s Third Panel. 
- 
-While their methods are allegedly more effective, they are often met with suspicion due to the harsh realities of what it takes to save a patient coupled with the more expensive cost of service when compared against the Apothecary Corps medical services. 
- 
-**The Republic Sentinel** 
- 
-Established in 1210 A.S. The Republic Sentinel serves the Republic nationwide from its headquarters in Redholme City. In recent times, the Sentinel’s reach to those outside of Redholme has been erratic and infrequent - pockets of civilization can be in the dark on the national scene for months to years due to logistical nightmares surrounding the Torment. 
- 
-One of the most popular sections that rarely circulates outside of the city proper is the Society Pages. Its reporting centers on the lives and social gatherings of the Prelacy Class, with names partially deleted by dashes and reports mildly satirical. In its infancy, the reporting was first met with outrage, followed by subsequent stages of curiosity and amusement, and finally embraced as a means of self-gratification. 
- 
-Sources for the Society Pages range from servants to heads of Parish Houses, all looking to use these pages to control public perception; rehashing their parties and outings as on behalf of charities and stability of the Republic. To the Parishes in high society, it informs everyone who is or is not considered to be in the most elite circles at any given time. 
- 
-//**Inspirations and Influences**// 
- 
-England, western Europe. Traditional example names such as James, Winston, Ashley, and Mildred are common for those hailing from Redholme. Prelacy families hailing from this region exclusively have latin naming conventions. 
-<-- 
--->The First Coast# 
- 
-<fs xx-large>Geography</fs> 
- 
-If one wishes to know the Venerated Republic of Decus they must start at the beginning. They must start at the First Coast. The birthplace of an empire and the landing site of the Apostles, this densely populated region is steeped in history and culture. The continent of Vitaveus is broad and vast, yet one could spend their whole life wandering just the First Coast and still not see everything worth seeing. The First Coast is a region that stretches roughly 250 miles along the Pearl Sea, more specifically encompassing almost the entire shoreline of the Bay of Good Men. Though they are not directly part of the coast, it is not uncommon for inland locations to sometimes be considered part of the region. Aside from the bay, the First Coast has several distinct geographical hallmarks that set it apart. The first looms to the Northwest in the form of Prelate's Peak. Though not the tallest of the sister mountains that comprise the chain known as the Freemantle, Prelate's Peak summit is still a respectable 14,000 ft above sea level. On a clear day this is high enough to see all the way to the Red River, the First Coast's other notable geographical feature. The Red River forms the southern border of the territory. With its source in Lake Provenance and its terminus in the Bay of Good Men, the river stretches over 600 miles and is the region's greatest aquatic thoroughfare, second to only the Pearl Sea itself. 
- 
-The First Coast enjoys a temperate climate with regular seasons and accompanying rainfall throughout the year. This weather supports a healthy mix of grasslands and forests. Seeing as the First Coast has experienced roughly 900 years of development and growth much of the wilderness has been appropriated for agriculture and infrastructure. Though the First Coast boasts a number of fine settlements they all tend to be overshadowed by the capital. Tor, the first true city of the Venerated Republic, stands as a shining beacon of an empire. Its like cannot be found on Vitaveus or beyond, for its' history and cultural significance makes it one of the most well-known cities in all of the Republic. At one time, it was one of the largest cities in the Republic, boasting a population of well over a hundred thousand souls from every walk of life - however, since as early as 700AS, Tor had been dwarfed by far larger city-states and sprawling Municipalities in other portions of the Republic. Structurally, Tor is organized into a series of districts of varying sizes and import. Since the Republic was founded, it has been a seat of power and culture in the Republic and there is little indication that it will ever be fully disregarded as a relic of days gone. 
- 
-A whole guide could be written on Tor alone. Despite its grandeur, culture and history, it is by no means the only city or province within the First Coast. The territory boasts numerous other provinces, and specifically, two other Municipalities of import. The first, located approximately 100 miles south of Tor, is that of Paeldern. Situated where the Red River empties into the Bay of Good Men, Paeldern is far larger than Tor and boasts an economy nearly triple to that of the former capital. Its success can be measured by the flow of the Red River, which allows Paeldern's merchants and traders to ship goods deep into not only the First Coast, but Virrenul and Volgen as well. Paeldern is unique in that it may in fact be two cities; on the other side of the Red River lies the territory of Athaerûn and the city of Prosus. Though founded as one, the City on the South Bank has gradually split with Paeldern. The friendly rivalry between the two cities has encouraged growth for both. 
- 
-Resting some 250 miles West of the coast is Kedian, the regions greatest inland province. Reachable by following the Red River from Paeldern or the Marching Highway from Tor, travelers familiar with the First Coast will sometimes cleverly refer to Kedian as the 'Last' First City. Though there are numerous other settlements, Municipalities and Townships along the borders of the First Coast, Kedian is the last province and City for hundreds of miles inland that boasts a population of over a million souls, which has earned it such a glib moniker. It takes pride in the designation and is a well-known stopping point for those making the journey West or embarking upon the final stretch of the path to Tor. There are numerous other towns, villages and hamlets scattered throughout the First Coast. Though of respectable size, they are far too many to number. However, travelers with vast experience throughout the Republic often indicate that, compared to other settlements of their size, the towns in the First Coast are some of the finest in all of Vitaveus - this is undoubtedly due to the rich history and culture the First Coast possesses. It is also no coincidence that more than half of the Republic's entire Prelacy bloodlines claim the First Coast as home. 
- 
-  
- 
-<fs xx-large>History</fs> 
- 
-  
- 
-The First Coast is the cradle of civilization and has a long and storied history to show for it. Much of the early history in the region is dominated by tales of bloodshed and accounts of battles. Some of the most distant events are unverifiable, but even if certain milestones are historically suspect they are still widely accepted by both the scholar and the layman. Before the start of the 5th century Vitaveus was a dark continent, unknown to the First Apostles. Native civilizations existed throughout the land, though what little is known has mostly been washed away by the tides of time. However, the area that was to become the First Coast is said to have been populated by an especially malignant society whose name has since been erased from the histories of our great nation. 
- 
-It is not until 405 AS that the region truly became the First Coast, for this year marks arrival of the Apostles upon the shore of Vitaveus. Charged with spreading the One True Faith by word or by sword, this was also their first true test in a new world. Church historians claim that when the First Apostles made landfall they discovered Nora Thryn, a stronghold ruled by heretics and twisted by sin. With faith on their side, they are said to have razed this den of iniquity and founded Tor upon the bones of the ancient city as a message to all. The truth of the matter and the details of this encounter are lost to time, but also immaterial; what is important is that when Tor was founded so was the Decusian Kingdom, which would eventually grown into the Republic we know today. Expansion of the fledgling kingdom began almost immediately and although it would take centuries to reach its current state the First Coast was tamed within roughly fifty years and settlers were already on their way to unclaimed territories. Improvements within the First Coast continued in stride and farmlands in the region steadily grew to support the increasing population. The greatest effort of this period is perhaps the Marching Highway, Vitaveus' first true great road. Since then similar such roads have spread across the continent, but it was here on the First Coast that the technology was first developed that would carry the settlers and armies of the Republic across the continent. 
- 
-The culture of the First Coast is the culture of the Venerated Republic itself. The wellspring of civilization and the birthplace of an empire, nowhere is the spirit of the Republic more alive or more revered. There are two facets of culture on the First Coast that warrant inspection. 
- 
-The first is faith and religion. Even the most unshakable skeptic can be a believer in the Venerated Republic for Decusian faith, at its most unadorned, depends not on the actions of divine agents but upon the actions of men. The heart of a religion that founded a kingdom, an empire, does not beat on the First Coast simply because Tor was the traditional seat of the Archbishop, but because Tor was once the capital of the Republic. Faith has made the Republic what it is today, and nowhere is this more apparent than the First Coast. 
- 
-The second aspect of culture on the First Coast is a direct result of the Renaissance of 990 AS. This upheaval, which some claim to be an indirect result of the establishment of the Republic, shook the foundations of the empire. Instead of crumbling, however, those foundations became stronger. Philosophy, politics, science and technology went through radical advances, most of which started on the First Coast. Religion did not survive this upheaval unscathed, but instead went through its own transformation from an unbending and dogmatic institution to the more broadly-applicable and widely-accepted faith we know today. These two facets can be pointed to as the greatest contributors to culture on the First Coast and throughout the Republic as a whole. One need only read a book of poetry, visit a gallery, or even walk down a street and observe the architecture to see the combined influence of the First Coast's faith-based beginning and liberal reawakening. 
- 
-  
- 
-<fs xx-large>Torment</fs> 
- 
-In 1342, The First Coast suffered a truly debilitating blow; the fall of Tor. Prior to this, Tor had been a focal point in the war efforts against the Torment and the Resolve - having been the traditional home to the Republic Senate and Archbishop, many pertinent decisions were made within Tor, and her more contemporary larger sister-city, Redholme. While there are many rumors and theories as to why and how Tor had fallen, no official statement has ever been made by the Republic as to what attributed to the fall of the once magnificent city. Since then, the entirety of the First Province - the land provincial territory surrounding and including Tor itself - has been rendered a Quarantine Zone. While considered a considerable blow to the morale of the Republic and its' people, no efforts have been made to reclaim Tor or the First Province due to the lingering threat of the Torment and the sheer volume of afflicted that roam the Province. 
- 
-Save for this particular costly and notable causality, the First Coast remains a relatively safe and well protected territory - undoubtedly due to the immeasurable wealth and resources afforded to it by it's Prelacy families and the Ecclesial Authority. 
- 
-  
- 
-<fs xx-large>Points of Interest</fs> 
-  
- 
-**Cathedral of the Virtues & the Sea of Silent Names** 
- 
-Though not the biggest cathedral on the First Coast, the Cathedral of the Virtues is perhaps the most-visited. Located just outside of Tor herself, the Cathedral of the Virtues is a popular pilgrimage site for devout citizens from all over the Republic. It is a commonly-held belief that the cathedral houses the mortal remains of the eight Avatars who, after being anointed in 376 AS, would eventually lead the First Apostles of the One True Faith across the seas and to victory at Nora Thryn. Whether the cathedral truly holds the bodies of the men and women for whom The Day of Heroes is named has actually never been confirmed by the Decusian Church, and even if it does the alleged remains are certainly not accessible to the public, but that has not stopped thousands from coming each year. 
- 
-Even for those of little faith the Cathedral of Virtues has much to see. The architecture alone is worth the trip, for while the cathedral has its roots in the gothic style it is quite unconventional and its curving contours and asymmetrical lines are both beautiful and awe inspiring. Many visitors arriving at the gates do not make it to the cathedral proper for hours due to the Sea of Silent Names. Surrounding the Cathedral of the Virtues is the First Coast's largest graveyard, where headstones, mausoleums and statuary mark the final resting places of over 200,000 of the Republic's greatest citizens - mostly hailing from influential positions within the Ecclesial Authority or from influential Prelacy families. 
- 
-**Prelate's Peak** 
- 
-Almost 200 miles North of Kedian lies Prelate's Peak. Few make the journey to the fabled mountain. Even fewer are hale and hardy enough to reach the summit. Any member of the Church of Decus, however, will tell you that the true splendor of the mountain lies not atop it, but within it. Honeycombed with tunnels both natural and man-made, Prelate's Peak is home to the Monastery of the Divine Enlightenment. Strictly forbidden to the public, it is within these halls that many of the Decusian Ecclesial Authority undertake their studies. 
- 
-**Lucerna Obscurus** 
- 
-Lucerna Obscurus is a source of considerable mystery on the First Coast. Though it has no official name, the Dark Lamp is what citizens have come to call the small island that rests roughly 40 miles East of Tor. Oval in shape and approximately 10 miles in diameter, the only distinguishing feature of the craggy island is a towering lighthouse which is never burning. It is for this structure that the island has earned its name, in part. It is also called so since the island is completely forbidden to all potential visitors. 
- 
-There is all manner of speculation surrounding the landmass, most involving the Church. Their ownership and desire to protect the island from intruders is no secret, but what they actually use it for is completely unknown. Anyone approaching the island is firmly warned to turn back by wandering patrol boats, anyone landing on the island is roughly ejected and anyone trying to go inland is never seen again (though this last part is likely a fanciful rumor). 
- 
-  
- 
-//**Inspirations and Influences**// 
- 
-Ancient Rome. Traditional example names such as Marcellus, Maximus, Octavia and Valeria are common for those hailing from the First Coast. 
-<-- 
- 
-====== Main Factions of the Republic ====== 
--->The Decusian Venerated Templar# 
- 
-<fs xx-large>Coming Soon!</fs> 
- 
-{{ :templar-1.png?nolink |}} 
- 
-<-- 
--->The Apothecary Corps# 
- 
-<fs xx-large>Faction Profile</fs> 
- 
-**Founded:** 749 AS 
- 
-**Governance:** Panel of Provost, headed by the Grand Provost 
- 
-**Spokesman/Public Information Officer/Figurehead:** Grand Provost Emilio Desi 
- 
-**Primary Function/Purpose:**  Republic Medical Services, Quarantine Protocols, Illness Research and Prevention 
- 
-**Estimated Numbers:** Between 500,000 – 1 million (Republic-wide) 
- 
-**Republic Influence:** Extremely High 
- 
-**Republic Disposition:** Loyalists 
- 
-**Citizenry Reputation:** Mistrusted. Scorned by many outside of the Eastern Baronies. 
- 
-**Military Strength:** Low 
- 
-**Seat of Operations:** Redholme, Eastern Baronies 
- 
-**Common Ranks/Titles:** 
- 
-*Grand Provost 
-*Surgeon General 
-*Provost  
-*Provost Marshall 
-*Lieutenant Provost  
-*Pedagogue 
-*Apothecary 
-*Apothecary Aspirants 
- 
-**Post-Torment State:** Thriving 
- 
-**Presence in First Province:** Low 
- 
-<fs xx-large>Overview</fs> 
- 
-Since the dawn of man mortality has remained its ever-present companion. Be they lowly pauper or Prelate, none walk without death’s shadow. As true as is the nature of mortality, so true is man’s nature to understand it, postpone it, and reject it. No other organization within the Republic holds these goals more closely than the Venerated Apothecary Corps. Medicinal studies and applications have been practiced since the dawn of man to stave off his own creeping mortality. Upon the birth of these focused practices, within the monastic cloisters of the Decusian Faith, the Venerated Republic learned the importance of its advancement and studies in modern medicine. If the Republic was to survive the great ills that plagued Eden, it would have to endure, but it would also have to nurture. 
- 
-During the Reckoning, both Legion and Templar forces sustained heavy casualties, ranging from debilitating wounds to traumatic lingering effects upon the mind. Having no true way of treating the now broken faithful, the Church was left with abandoning men and women who answered the call of the Holy Faith with steadfast zeal; to be left wandering the streets as lost souls till returned to the Flame. As the sandals and swords of the Venerated Republic reached the Western Shores of the Tempest Ocean, small cloisters of monastic communes began to dot the landscapes. They brought faith and comfort with open arms and open hearts to all. By their vow to conserve life, these monks were obligated to serve in the capacities that aided all who walked in the light of Decus and the Eight Virtues. In monasteries of steadfast walls and strong communal views backed by vows of poverty, these individuals were a beacon of hope in a still very dark world. It was within these communes that the ailing and infirm found solace. They received rudimentary medicine to help alleviate their plight along with education, food, and more importantly faith and purpose. 
- 
-Of these monastic orders, the most famous was founded roughly in 500 AS within the First Province: Aiwella. Originally known as the Brotherhood of Porphyry, these devout monastics found themselves with a unique geological position close to the heart of the Republic’s seat, Tor. Due to this, they were able to establish a better line of communication on the development and importance of medical advancement, for both its citizenry and the Republic as a whole. This close proximity allowed the Brotherhood of Porphyry not only to show the Republic what had become of its brothers and sisters who fought in the Reckoning, but more importantly, how proper treatment could rehabilitate and return the formally feeble to help lubricate the cogs in the great venerated machine.  Although Aiwella made grounds in medicinal treatment, it was their studies on how trauma affects the mind that gave way to new grounds and became one of the cornerstones of modern psychology pursuits today. As these studies bore fruit, the Church invested heavily in the monastic practices around Vitaveus and in turn, requested some of these brotherhoods to act as healers and medical professionals to Republic forces. It was in this light that the official Apothecary Corps were born, and in 749 AS, as the Venerated Republic transitioned from an Empire, that the first doctors and medical professionals took office within the Church.[/vc_column_text][vc_empty_space height=”20px”][edgt_blockquote text=”Although Aiwella made grounds in medicinal treatment, it was their studies on how trauma affects the mind that gave way to new grounds and became one of the cornerstones of modern psychology pursuits today. As these studies bore fruit, the Church invested heavily in the monastic practices around Vitaveus and in turn, requested some of these brotherhoods to act as healers and medical professionals to Republic forces. It was in this light that the official Apothecary Corps were born, and in 749 AS, as the Venerated Republic transitioned from an Empire, that the first doctors and medical professionals took office within the Church.”  
- 
-As of 1313, the College of Bishops gave the Grand Provost and the 109th, supreme oversight of all chapters of the Apothecary Corps in order to collaborate a focused direction towards a cure for the Torment.  Furthermore, his directive has also given the Apothecary Corps the exclusive right to annul any directives and rulings of governmental bodies when the threat of the Torment persists, along with giving them authority of all Republic citizens and entities to combat the spread of a Torment blight. 
- 
-At the helm of their operations stands the Grand Provost, who oversees everything that takes place within the Chapters and Hospitaller Orders.  He is the direct reporting agent to the College of Bishops and the Archbishop himself, and in turn makes sure their direction and hopes for the good of the Republic are sought after by the Apothecary Corps.  Directly under him are the Surgeon Generals, who are the standing figureheads for each Hospitaller Order within Vitaveus; the 109th, the 233rd, and the 701st all see the specific focus and research and development of applicable procedures for the Apothecary Chapters to utilize during their to combat sickness, injury and the plague.  Under these Surgeon General’s, are various developmental laboratories and doctors with extensive backgrounds in specific fields, taking data and information from the frontlines where death is fought on a daily basis.  The 109th sees to the development of antibiotics, genetic research and oversees the others in the fight against the Torment.  The 233rd is specialized in the understanding of anatomy and physiology, along with the advancement of surgery procedures and protocols.  Lastly, the 701st took over for Aiwella’s efforts in mental health and the appliance of allopathy to help fight the combat fatigue that befall the Republic’s war machine.  Within each of these Hospitaller Orders, various scientists and doctoral experts in diverse fields provide research and analysis of every piece of data and evidence placed before them by the Provost Marshall; this Provost Marshall shoulders a vastly demanding and thankless job, acting as a liaison between regional expeditionary forces of the Apothecary Corps, providing them with logistical support, cutting edge medical information, and disseminating any findings the expeditionary orders come across, to those within the Hospitaller Orders and higher headquarters.  
- 
-These expeditionary forces are led by a Provost; doctoral experts who act on behalf of the Apothecary Corps, delivering not only medical attention to those with need, but are also the foremost authority and judiciary bodies on the Torment and responses to the cataclysmic pandemic striking their area of operations. Supporting them, and acting as an intermediary for the Provost, and all Republic forces affected by quarantine and potential Torment outbreaks is the Lieutenant Provost. These Lieutenants help filter the possible issues that may arise between the Republic’s various factions and supporters, providing insight to allow them to operate to the best of their capacities, while still maintaining quarantine protocol.  The main body of these expeditionary medical practitioners are those appointed with the rank of Apothecary; providing medical and quarantine response to aid in the efforts of the Republic and its citizenry.  Each member who attains the rank of Apothecary becomes a subject matter expert in a select field, providing something to the expertise of the expeditionary force, be it the study of degenerative diseases, psychological medical applications, or traumatic surgery.  The lowest ranking members, though still large in numbers, are the Apothecary Aspirants, individuals who have not passed their doctoral exams and trials, but work in a capacity similar to that of nurses and assistants. 
- 
- 
- 
-<fs xx-large>Standards, Colors and Guidons</fs> 
- 
- 
- 
- 
-{{ :apoth-1.png?nolink |}} 
- 
- 
-The Apothecary Standard is a jewel-encrusted chalice, which represents the mortal vessel to which the soul is held. The three gems adorning this cup stand for the three parts of the Felenioc Teachings: To conserve life to the best of one’s discernment; to credit the progress of others who have come before; and to share knowledge for those who have yet to come. 
- 
-The colors are the Republic’s signature red and white, denoting the faction being an extension of the Church Clergy Caste. 
- 
-The Apothecary Corps most popular credence, “Calcis, cinis, sal et sulphur.”, is translated into common as “Limetone, ash, salt and sulphur.” harkens to the teachings of High Avatar’s Felenius, and the basis of Decusian Humoral Medicine. 
-<-- 
--->The Republic Foundry# 
- 
-<fs xx-large>Faction Profile</fs> 
- 
-**Founded:** 651 AS  
- 
-**Governance:** Council (Member count in the hundreds, hold ranks of Lord Steward)  
- 
-**Spokesman/Public Information Officer/Figurehead:** Lord Steward Albertus Velus III (Spokesman) 
- 
-**Primary Function/Purpose:** Republic Bureaucracy & Governance, State Manufacturing, Research and Development 
- 
-**Estimated Numbers:** Between eight to eleven million (Republic-wide) 
- 
-**Republic Influence:** Extremely High 
- 
-**Republic Disposition:** Loyalists 
- 
-**Citizenry Reputation:** Respected. Begrudged in some labor circles for overzealous control of the market. 
- 
-**Military Strength:** Unknown 
- 
-**Seat of Operations:** Redholme, Eastern Baronies 
- 
-**Common Ranks/Titles:** 
- 
-*Steward (also distinction – Lord Steward)  
-*Chancellor (also distinction – Lord Chancellor)  
-*Chamberlain (also distinction – Lord Chamberlain)  
-*Constable (also distinction – Lord Constable)  
-*Marshal (also distinction – Lord Marshal)  
-*Overseer/Foreman/Engineer (also distinction ranks of Lord)  
- 
-**Post-Torment State:** Thriving 
- 
-**Presence in First Province:** Moderate 
- 
-<fs xx-large>Overview</fs> 
- 
-The Republic Foundry, most often referred to as simply The Foundry, is a colossal industrial and mercantile bureaucracy that spans the entirety of Vitaveus. The two-fold role the Foundry provides in service to the Republic is mind-boggling to comprehend, as its’ scope within the Republic is second only to the Church itself. The Foundry’s first responsibility to the Republic is that of organizing, overseeing and executing all research, development and manufacturing of state goods and services, ranging from city infrastructures and civil logistics to nearly all military industry. This in of itself is a monumental task, as with this responsibility comes the role of providing nearly all manufactured weapons and armaments for the Church Templar as well as the Venerated Legion. To fulfill this role, massive smitheries, bloomeries, factories, textile plants and lumber mills litter the Midlands of Vitaveus, manned by hundreds of thousands of laborers (and sometimes sentenced criminals) nearly twenty-four hours a day, all working in dizzying unison to fuel the Republic’s needs and demands.  
- 
-The research and development roles of Foundry cannot be understated; there exists no other entity (aside from obscure and esoteric rumors) within the Republic that possesses the technical prowess and know-how that the Foundry does. From its’ inception in 651 AS to the modern-day, the Foundry is continually upon the forefront of technological advancement and, to perhaps even a greater extent, incorporating the use of said technology into the day-to-day life of the Republic. The Foundry has been responsible for the development and implementation of every major technological breakthrough in the past seven centuries, from the cannon to the rifle to the modern-day steam engine. Due to holding nearly all of the intellectual property and patents to virtually every important and life-changing invention over countless generations, the Foundry is thought to possess more wealth than even the Church itself – though such allegations are met with stern dismissals from those of the faction. It is even rumored that the Foundry is so incredibly wealthy due to their monopoly upon the Republic’s technology and intellectual advents, it is in fact able to bankroll numerous shadow armies and para-military corporations above and beyond that of which it provides in law enforcement duties to the territories it governs, all of which operate within the shadows of the Republic, well outside the oversight of the great and powerful Church. Whether such rumors are mere conjecture or truly accurate are anyone’s guess, though one thing is indisputable; no other faction within the Republic is afforded more autonomy, freedom or power by the reigning Church than is the Foundry.  
- 
-When it comes to industry, the Foundry can yet again be found everywhere and anywhere. Apart from the smallest entrepreneurial outfits within the Republic, the Foundry assures that it has its’ influence within any business venture that may exist upon the face of Vitaveus. Consequently, nearly all major manufacturing and industrial outfits within the Republic are owned and operated exclusively by the Foundry itself – of which include sprawling lumber mills, towering bloomeries, and even territories with populations in the thousands whom work strip-mines that spiderweb into the earth for miles. On the micro-scale, the Foundry assures that its’ interests are never impeded or threatened by rival market competitors through the use of Overseers, Foremen, and Engineers – sworn Foundry professionals of whom are attached to private industry, wherever it exists, through the executive power of the Foundry governmental agency. Only the most exclusive private industries and businesses– those that supply their wares and services solely to that of the Church, Legion or Inquisition – are exempt from the purview and influence of the Foundry’s mercantile control.  
- 
-The Foundry has been responsible for the development and implementation of every major technological breakthrough in the past seven centuries, from the cannon to the rifle to the modern-day steam engine. Due to holding nearly all of the intellectual property and patents to virtually every important and life-changing invention over countless generations, the Foundry is thought to possess more wealth than even the Church itself – though such allegations are met with stern dismissals from those of the faction. 
- 
-Another critical role of the Foundry as it relates to the organization of state goods is that of controlling the overall economy and civil well-being of the Republic. Due to the Foundry’s incredible influence at both the micro and macro level of the Republic, it does not take much effort for the faction to regulate both supply and demand of critical goods and services whenever and however it is needed. In fact, many historians attribute the fact that famine is a rarity in both ancient and modern Vitavean history to the Foundry, as their origins as the masters of logistics and infrastructure have allotted to them a mastery of helping keep the Republic thriving in even the worst of times. Having originally been founded to construct, erect and implement the infrastructure of the fledgling Republic during the era of Reclamation, the Foundry are experts in anything and everything concerning kingdom-building. This expertise is seen in every aspect of the Republic, from the Cathedrals the Church hold their communions within, to the paved roads that stretch the hundreds of thousands of miles from the Eastern Baronies to the Western Territories.  
- 
-The secondary and more influential role the Foundry plays within the Republic is that of defining, litigating, managing and presiding over the bureaucracy of the Republic’s civilian infrastructure and government. Territories, city-states and all other holdings that are not directly governed by the Clergy nor formally held under permanent martial law by the Venerated Legion are left to the governance of the Foundry, whom represent, in the Church’s and Republic’s eyes, supreme civilian authority. This function bestowed upon the Foundry had historically been a rarely enacted role, and had originally only been born out of necessity; during the Decusian Reclamation of Vitaveus, non-critical territories claimed by the advancing armies of the Church and Legion were sometimes abandoned by the governing Church Clergy in favor of more valuable pursuits. When this had occurred, it was often the Foundry whom was bid with the task of establishing infrastructure and seed populations (most often comprised of re-educated native peoples) within these abandoned places, as to not create swaths of uncontested territory between the eastern coast of Vitaveus and the advancing armies of the Decusian Reclamation.  
- 
-By the end of the Reclamation, the Foundry had been formally responsible for the direct governance of nearly twenty percent of the populated territory of Decusian-conquered Vitaveus. As the Church and Legion’s standing numbers dwindled due to attrition and a lack of need in the centuries following the conclusion of the Recalamtion, more and more territories were relegated to the control of Foundry. This power-creep has resulted in modern-day estimates placing the total governmental responsibility the Foundry holds over the Republic to be nearly half of all populated territories within the kingdom at large. In the present day, these Foundry-governed territories often go by a few different titles, to include: townships, villages and boroughs. Inversely, territories that are governed by more formal entities, to include the Church, Legion and at times, the Venerated Inquisition, exclusively hold the titles of Province, Municipality, Metropolis, Arcology, Citadel-City, and District. As an aside, it is often commonplace that, due to the sometimes overwhelmingly large and monolithic natures of Provinces, Municipalities and etc., portions of these areas remain un-incorporated and thusly left to the responsibility of the Foundry. 
- 
-In the present day, these Foundry-governed territories often go by a few different titles, to include: townships, villages and boroughs. Inversely, territories that are governed by more formal entities, to include the Church, Legion and at times, the Venerated Inquisition, exclusively hold the titles of Province, Municipality, Metropolis, Arcology, Citadel-City, and District. 
- 
-The physical makeup of a territories’ governing body when ran by the Foundry is wholly dependent on the population size it serves, though a distinct pattern of having individuals directly responsible for given amounts of population can be seen throughout the bureaucracy at any level.  At the lowest of this bureaucratic spectrum is the Marshal, the lowest ranking representative of Foundry government. A Marshal is directly responsible for a population of no less than five hundred souls, but no more than a thousand. A Constable, in turn, is responsible for overseeing the offices of no less than five Marshals, but no more than ten. This patten continues until reaching the offices of the Steward, of whom is responsible for the combined overseeing of eight Chancellors (for a total estimated civilian population oversight of at least seven hundred and fifty thousand souls).  Due to this form of escalating oversight, Foundry representatives of higher rank often preside over the governance of multiple villages, townships and boroughs, often leading to a homogeneous and uniform application of law and provision of services over large swaths of Foundry-governed territories.     
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-At each level of oversight, support councils and cabinets exist to assist the Foundry representative in executing the duties of the office appropriately, to include safety services such as law enforcement and fire brigades. As with Municipalities, nearly all of organized manufacturing and industry that exists within a Foundry-governed territory (apart from individual outfits and entrepreneurs) are subsidized and influenced by Foundry governance both directly and indirectly. More often than not, the size and scope of the business dictates the level of involvement the Foundry will have with it – for smaller outfits, simple oversight is normally achieved through imposing fees and taxes. For larger businesses, influence is more direct, and achieved through the installation of Foundry Overseers, Foremen or Engineers of whom impose Foundry mercantile regulation, collect a portion of the business’ revenue, and most importantly, directly report to their presiding Foundry Marshal.   
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-Offices with the governing body of the Foundry are appointed positions. Appointments are handled top-down, and begin with the appointment of a Lord Steward (per two million souls) by that of the presiding Church Warbishop of the geographical region in question. In turn, each Lord Steward of a region then appoints their Stewards, whom then appoint Chancellors, and so on, until every position down to the very last Marshal is filled. Appointment in to a Foundry government position is lifetime, barring any malfeasance or untimely death. Appointments are normally reserved solely to that of the middle to upper class of the Republic’s citizen population, with appointments of civilians to less prestigious positions of Engineers, Foremen and Overseers when the need arises. Prospective appointments are nearly solely chosen from recommendations for service by Republic Citizens, and often solely by Church and Legion retirees whom have been bestowed the official titles of nobility ( Magnus Dux/Magna Ducissa, Archidux/Archiducissa, Dux/Ducissa or Prorex/Proregina) by their patron Faction upon the fulfillment of their own service to the Republic.  
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-Governance at the hands of the Foundry is nearly identical to that of proper Municipalities. Tasks such as taxation enforcement, civilian law adjudication and the provision of infrastructure and territorial services are all executed in earnest by the representative members of the Foundry whom preside over a given township. The adjudication of civil law and that of malum prohibitum offenses, or acts unlawful only by virtue of statute, is often carried out by a representative courthouse that presides jurisdiction over multiple townships and other unincorporated areas. However, per Republic law, the adjudication of malum in se offenses, or acts evil in of themselves, is relegated solely to that of the Church – thusly, in unincorporated areas that the Foundry have purview over, local bureaucrats can only perform arrests for the commission of these crimes, and require either a resident or traveling Church Adjudicator to pass judgement and sentence (or in more rare and dire circumstances, an Inquisitor of the Venerated Inquisition).  
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-As with the Church and Legion, official commissioned service within the Foundry does in turn grant Citizenship within the Republic; Foundry members are afforded the rights of land ownership, weapon possession, free range and movement, and the election of Senate representatives 
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-However, per Republic law, the adjudication of malum in se offenses, or acts evil in of themselves, is relegated solely to that of the Church – thusly, in unincorporated areas that the Foundry have purview over, local bureaucrats can only perform arrests for the commission of these crimes, and require either a resident or traveling Church Adjudicator to pass judgement and sentence (or in more rare and dire circumstances, an Inquisitor of the Venerated Inquisition). 
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-<fs xx-large>Standards, Colors and Guidons</fs> 
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-{{ :foundry-3.png?nolink |}} 
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-The Foundry standard is a brown in color shield flanked by cog-wheels, with a crossed pair of smithing hammers situated above a blacksmith’s anvil. The standard was adopted early in the history of the faction when the Foundry’s primary function was the establishment of civil infrastructure, including roadways and settlements, as well as the provisions of weapons and armor to the marauding Church and Faction forces during the invasion of Vitaveus. The standard has changed only minutely over the past seven hundred years, only adopting the flanking cog-wheels post-Reclamation, sometime in the late 900s. 
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-The Foundry color is a signature dark brown in color hue, of which such symbolism is conjectured to be due to the faction’s history of providing and maintaining agricultural needs for the early armies of the Republic during the Reclamation. 
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-The Foundry’s most popular credence, “Per Vires Industria”, is translated into common as “Through Industry, Strength”. 
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-The Foundry is often seen utilizing numerous different forms of guidons, which often prominently display the faction’s hallmark color in either combination with tradition Republic red or white. 
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-<-- 
--->The Venerated Legion of Decus# 
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-<fs xx-large>Coming Soon!</fs> 
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-{{ :legion-4.png?nolink | 
-}} 
-<-- 
--->The Consortium# 
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-<fs xx-large>Faction Profile</fs> 
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-**Founded:** 1334 AS 
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-**Governance:** Ecclesial Authority Oversight, but possess an internal council known as “Circulus Illustrationis” – the Circle of Enlightenment 
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-**Spokesman/Public Information Officer/Figurehead:** Traditionally an Archmage, position currently vacant 
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-**Primary Function/Purpose:** Research and development of magical theory and practical use as it relates to defeating the Torment, as well as the licensing and registration of all persons capable of magical use within the Republic. 
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-**Estimated Numbers:** Between one million to one and a half million (Republic-wide) excluding Opus Mundane forces 
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-**Republic Influence:** Low 
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-**Republic Disposition:** Subservient 
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-**Citizenry Reputation:** Generally disdained but moderately respected, met with violence in some areas 
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-**Military Strength:** Weak 
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-Seat of Operations:** Redholme, Eastern Baronies 
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-**Common Ranks/Titles:** 
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-*Archmage 
-*Scholasticus 
-*Occisoris 
-*Auditoris 
-*Inceptor 
-*Opus Mundane 
-*Post-Torment State: Thriving 
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-**Presence in First Province:** Low 
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-<fs xx-large>Overview</fs> 
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-Prior to the emergence of the Resolve within the lands of Vitaveus, the concept of magic – that is, the power of influencing matter using supernatural forces – was a considerably complex and sensitive topic. Ranging from being dismissed as outdated and illogical fantasy to being regarded with superstitious loathing and fear, a wide spectrum of outlooks upon magic existed. Within the modern day and age of 14th century Decusian culture, the idea that magic was a literal force that had existed at one time was considered archaic and outdated thinking by many progressives belonging to the Prelacy. To many of the laypeople of the Republic, magic was an ancient phenomenon of untold power, the utilization of which had been lost to the annals of history, and for good cause, as its powers were thought to bring misfortune to those whom partook in them. For those within the Clergy, from the lowliest Templar to the mightiest bureaucrat of the Ecclesial Authority, magic was understood to be an ancient scourge of disastrous proportions that, through zealous prejudice and unwavering devotion to Faith, had been successfully kept at bay within Vitaveus since the abandonment of the Birthplace due to the infamous Act of Blasphemy. 
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-Regardless of personal and individual perceptions on the legitimacy of the existence of magic, one thing had been certain concerning the mystical phenomenon – the use and study of it had been wholly illegal within the Republic, was looked upon as a heretical concept that threatened human Ascendance, and was of course considered a crime punishable by death. This is not to say that scores of Decusians were put to the pyre for witchcraft in the modern era of the 14th century of Decusian society. For despite many within the Republic considering magic to have been a true and actual force at one time, the modern-day study, practice or even the witnessing of the arcane arts had been something that the vast majority of average Decusians would never experience. Before the widespread and rampant embrace of magical incantation in 14th century Vitaveus, even mere discussions of arcane topics and subjects were considered blasphemous in nature, regardless of societal rank and station, if not directly related to topics of faith – and specifically that of the Act of Blasphemy. Even to those of the Prelacy, discussions concerning magery and witchcraft often led to nothing good – despite the common perception that the arcane was the work of fantasy and a method of psychological control over the poor. Wealthy, bored aristocrats displaying a keen interest in anything esoteric would often result in an inquiry by the local Adjudicator, or in more troubling cases, an Inquisitor of the Faith. In some instances, these inquiries would result in simply a stern warning to the offender and their Parish in question, while in others, entire Parishes have been excommunicated and summarily executed for the arcane dabbling of even one influential family member. In regards to the laypersons of the Republic, the unfortunate, destitute souls that did find themselves in the rare circumstance of being accosted by a dutiful Adjudicator or a zealous Inquisitor for crimes of magical association in 14th century Vitaveus had more often than not simply been persons afflicted with diseases of the mind, body or soul – and of whose maladies were mistaken for witchery and association with magic and the occult. There are obviously exceptions to both instances, as limited and novice magical practice undoubtedly did exist prior to the coming of the Resolve, albeit in secretive cloisters and shadowy enclaves, far from the watchful gaze of the Church and state. When and if these clandestine practitioners were discovered by the Ecclesial Authority, they would unquestionably be wiped from the face of Eden with extreme prejudice and little fanfare, as reinforcing the notion that magical practice was even possible in the modern era was an idea the Authority had wished to keep suppressed at all costs. 
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-Despite all of the above-mentioned influencing factors along with the Church’s impressive ability to keep knowledge and practice of the arcane out of the public for centuries, the modern-day “discovery” of the magical arts amongst the laymen of the Venerated Republic was inarguably and unequivocally the result of the Resolve’s campaign of propaganda and enlightenment in 1313. With the arrival of the Torment and the ensuing magical renaissance of the early 1313, seemingly overnight, magical study was suddenly embraced by hundreds of curious Prelacy, Citizens and Civilians alike. Clandestine gatherings, groups, and collaborations concerning the mystical arts began to coalesce throughout the Republic in staggering numbers, namely, to find uses of this rediscovered science to divine a cure to the Torment. Often driven by desperation than anything else, these students of the arcane risked much in order to emulate the awe-inspiring miracles they had witnessed the Resolve performing across the Republic. And while many of these neophyte practitioners lacked little in the realm of enthusiasm and desire to learn the powers the mysterious warlocks had shown such finesse in wielding, the ability for many to perform much more than parlor tricks and simple illusions had evaded them – the secrets of magic were undoubtedly more complex than being shown a few simple tricks by the traveling Resolvist warlocks. This realization had also brought forth a second and even more dubious revelation; for many, the ability to even perform the most novice of incantations and spells remained beyond their grasp. Surprisingly, the Ecclesial Authority had tolerated, at least to an extent, the clandestine dabbling into the arcane at the hands of its’ Citizenry, as many within the Authority had looked upon the Resolve and their mastery over esoteric knowledge a far more serious and grave threat. Each village and town the Resolve had visited, more and more of the Republic layperson had joined their mysterious and occult following. In mere months, displays of miracles and great acts of healing the Resolve had put on public display reached the ears of nearly every Templar and Inquisitor in the land, and discontent amongst the Church began to fervently stir. Coupled with the increasing threat of the Torment, there were many within the Church eager for bringing forth deliverance en masse. 
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-For those within the Clergy, from the lowliest Templar to the mightiest bureaucrat of the Ecclesial Authority, magic was understood to be an ancient scourge of disastrous proportions that, through zealous prejudice and unwavering devotion to Faith, had been successfully kept at bay within Vitaveus since the abandonment of the Birthplace due to the infamous Act of Blasphemy. 
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-It was not long before a spark would ignite the growing tinder pile that was the Torment-riddled Republic of Decus. In the months leading up to the Purge of the Witchkin, conditions within the Republic had been steadily deteriorating, the Torment having spread throughout the kingdom like wildfire, with nearly every major Municipality in the Eastern Baronies reporting cases of the wicked disease. Every Clerical engagement with the Resolve, of whom had now been methodically traveling westward across the Republic in a campaign of miracles and recruitment, had ended in failure on behalf of the Venerated Church. The magi, whom had seemingly been able to move to and from cities and territories in the dark of night with little trace, had been an elusive foe. The Resolve had been privy to weaknesses within the sprawling infrastructure of the Republic and its’ Ecclesial Authority, and group had been able to deftly maneuver the various villages and hamlets that were all but ignored by the monolithic Decusian war-machine. For it only took one of the powerful warlocks to influence an entire town of laypersons, and a single individual within a nation of a billion – one that, of course, could render themselves invisible through the use of magical powers – had proven to of been seemingly impossible to intercept by the Authority. Predictably, it did not take long for the Church’s ire concerning the actions of these mysterious magi to evolve into seething rage. Intent on bringing the Resolve presence within the Republic to a screeching halt, thousands of Church forces were stationed ahead of the predicted routes of the warlocks to stop them dead in their tracks. In the city of Allamarone, a bustling trade city seated in the heart of the Midlands, an entire Chapter of Church Templar, coupled with a full Clergy of Inquisitors had been stationed with orders to apprehend the magi. A contingent of nearly four hundred men strong, the Templar and Inquisitors represented some of the most well-trained and well-outfitted soldiers the Republic could offer. Through either circumstance or coincidence, the Resolve and their following had arrived at the Allamarone’s gates less than a week after the arrival of the Church forces, walking into a well-placed ambush of rather staggering odds. Pitted against a force of less than a dozen confirmed magi and a collection of less than two hundred of their followers, the four-hundred strong contingent of Church forces demanded the immediate surrender of the magi, under the threat of sure and certain death. What would follow would be the staggering defeat of the Church forces, of which was dubbed the “Anguish of Allamarone”. Many first-hand accounts can speak to the nearly incomprehensible defeat the Church forces had suffered in Allamarone, where, when the ashes had settled and the wails of the injured subsided, less than fifty men of the Cloth had been left alive. 
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-As the Republic came to know the Resolve’s awesome and terrible power in defeating nearly two entire outfits of Church forces, the Ecclesial Authority would respond in kind; not only against that of the Resolve threat, but against any and all whom would dare even consider wielding the powers of magic and the arcane. On Paedrig’s Day of 1313, a formal decree issued by the Venerated Church’s Council of Bishops was made; magic was considered a blight against one’s own immortal soul, and any whom dared to practice it would be subjected to execution without trial or jury. In mere days, word of this decree traveled far and wide across the far reaches of Vitaveus. What would soon follow would be the literal slaughter of thousands of Republic citizens at the hands of both the Church, the Inquisition, and even the laypeople of the Republic itself. Those that were known to study the art of the arcane were slain in the streets and alleys of the Republic, often by the hands of their own neighbors. No consideration had been given to the fact that the average arcane user’s prowess over magic had been infantile at best; if one was known or even suspected of having dabbled in the arcane arts, their life was essentially forfeit. The Church, its’ Templar along with the fabled Inquisition Corps, now roiling with excitement and bloodlust over the declaration of a “crusade of this generation”, wasted no time in bringing forth “divine justice” to those that, only a week prior, had been the very people they had been oath-bound to protect and serve. Homes, farms, shops and property of suspected magic users, now simply referred to as “witches” by those of the Cloth, were burned to the ground. Those even thought to have been associated with witches –  witchkindred – were often executed in the streets as well. Only when time would permit, these collaborators would be treated with what would become customary treatment of those suspected of witchcraft: crucifixion or being burned at the stake. Literature concerning the arcane had been further deemed illegal and immoral by the marauding Church forces, and it was burned in great pyres whenever and wherever it was found, with those found in possession of it suffering a similar fate. This frenzied Inquisition against magic and the arcane had reached across every corner of the Republic, lasting for nearly two months, and was punctuated in many areas with civil unrest, rioting, rampant property damage, and other collateral crimes against humanity. This period of unrest would be come to known as the “Purge of the Witchkin”. 
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-Following the Church’s inquisition against witchcraft, a considerable void was left within the Republic. The Resolve, now having seemingly vanished into the frontier lands of the Western Territories, proved to have had been an unassailable force of unfathomable power. The Torment continued to ravage the Republic, with every alchemical and apothecarial treatment devised by the Foundry and Apothecary Corps proving to be ineffective. Magical practice and even research had been deemed wholly heretical, despite that the only known cures to the Torment had been that of the Resolve’s incantations of protection and magical spells of healing. With the Republic burning, it had become begrudgingly and painfully aware to the Ecclesial Authority that an understanding of magic was vital to the survival of the Decusian peoples, not simply for divining a cure to the Torment, but out of fear of the Resolve one day returning to conquer and subjugate an unprepared Republic with the super-weapon of magic, of which no match to existed within the armories of the Decusian war machine. While it was an inarguable fact that, surreptitiously, select Chapters of Templar and cloisters of those within the Authority had been engaging in the state-sponsored study, documentation and perpetuation of magical practice for countless centuries, their prowess over the mystic arts were but a fraction of that seen on display by the Resolve. Furthermore, such work towards the mastery of the arcane arts could not be relegated to the shadows if any true progress was to be made – only a minute portion of the population had appeared to be “attuned” to be able to practically use and harness the powers of magic. Thus, the Church had turned to the millions of laypersons whom, just months prior, they had hunted with impunity for the mere speculation of practicing magic. A new bureaucracy would be required – one under the purview of the Church, but seemingly independent from its influence. This bureaucracy would walk the fine line between seeking salvation of the Decusian peoples form the threat of the Torment and Resolve while also keeping ever-in mind the lessons learned from the Act of Blasphemy, the infamous event that had been responsible for deeming magic heretical and a threat to the eternal salvation of mankind in the first place. A new faction would be thus be birthed, under the close supervision of the College of Bishops; a collaborative of enlightened minds whom would research, develop and perfect the magical arts; this collaborative would be come to known formally as the Consortium of Mages. 
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-On Paedrig’s Day of 1313, a formal decree issued by the Venerated Church’s Council of Bishops was made; magic was considered a blight against one’s own immortal soul, and any whom dared to practice it would be subjected to execution without trial or jury. 
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-Dubbed simply as the “Consortium”, this newly established faction was tasked with the duty of controlling and regulating all that was magic in the Republic. It was not until the creation of the Consortium that even the mere discussion of magic was no longer an executable offense within the Republic – and even then, stipulations were many. All magical study and practice had been relegated solely to that of the Ecclesial Authority, and outside of that, only to the Consortium of Mages. Under the watchful gaze of the Authority, Clergymen and Templar from Chapters across the Republic were joined with high ranking Foundry officers to seed the founding ranks of the fledging faction. By the hundreds, Foundry Stewards, Chamberlains and Constables had begun founding Consortium guild houses across the Republic. Church Templar and Clergy who had shown proficiency in understanding and utilizing the plethora of confiscated magic material from the “Purge” were also transferred into these sects and orders, helping to bolster them with their own knowledge and training. Prelacy Parishes were among the first to be invited to partake in founding the fledgling ranks of the faction. In time, Citizens and Civilians alike were ushered into Consortium guild houses across the Republic by the thousands, often at spear-point of the local Templar and Legion garrisons and subjected to proficiency testing and evaluation. Those Citizens whom showed aptitude towards the arcane arts were likewise invited to join the Consortium, often with the added incentive of Foundry-backed enlistment bonuses in the form of gold and land titles, while Civilians that were shown to be able to perform any sort of magical incantation were simply conscripted and forced into Consortium service. After these recruitment drives, statistics had been collected concerning the number of “Attuned” individuals in the Republic – that is, those capable of magical incantation – which had revealed that less than eight percent of tested individuals were even capable of spell craft proper. 
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-Unsurprisingly, the Consortium had not been accepted with tolerance and understanding by the majority of Decusians. In the founding days, weeks and months of its’ creation, the faction had been made victim to countless criminal situations, with arsons and even the murder of its’ members commonplace. Such crimes against those of the arcane were commonplace in the early months and even years of the existence of the Consortium, due in part that general sentiment against the arcane had not changed significantly since the Purge – witches and their kin were still regarded as being responsible, at least in part, for the calamity that was the Torment. This was of course not to mention the canonical teachings of the Act of Blasphemy coupled with Republic law had deemed magical practice immoral and illegal for literal centuries. Additionally, of the Republic’s laypersons had still felt emboldened by what equated to the state-endorsed campaign of violence they had been encouraged to partake in against those of the arcane persuasion during the Purge of the Witchkin. And to add even to the proverbial fire had been the reports of a rather surprising number of Templar Chapters as well as Inquisition Clergies vowing, often in secret and within unofficial fraternal conspiracies, to continue their own zealous application of “moral justice” upon any and all found to be associated with magic and the arcane – even as the Ecclesial Authority itself worked to see the Consortium come to fruition. Predictably, this Republic-wide anti-mage sentiment would require extra-ordinary steps to be taken by the fledging faction in order to make any true progress in their mission to serve the Republic. Guild houses soon turned into garrisons, cold stone bricks replacing vulnerable wood and plaster. Private mercenary outfits, whose prejudices against the arcane arts could be conveniently forgotten with enough coin, found gainful employment under the Consortium – whose coffers were overfilling from having been bankrolled by the Foundry, the Ecclesial Authority, and numerous Prelacy families and Parishes. Clandestine settlements and even secretive universities had begun to emerge throughout the Eastern Baronies as the faction made efforts to cloister themselves away from the Municipalities and Church-Cities, opting for seclusion and safety from those who would do them harm. In parallel strides, the Republic Senate had slowly but successfully instituted legislation concerning protecting those of the Consortium, ensuring that crimes perpetrated against them carried equal weight as a Templar or Legionnaire – much to the chagrin of a populace whom had, for generations, been taught that magic was both immoral and illegal. 
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-In under a year’s time, “Those of the Robes” as their members would come to be called, had begun to enjoy a tepid sense of safety in practicing their arts, mainly due to litigation and law instituted by the Authority, yet significant concessions would still be required no matter how safe and progressive they had perceived their surroundings to be. Hooded robes became a staple uniform for those of the Consortium, used to conceal the identity of the faction member when in public. Members of the Consortium would come to adopt aliases, sometimes as simple as numbers, to refer to themselves and their colleagues when outside of their guildhalls and campuses. Harassment at the hands of civil protection, the Decusian Templar and of course the Venerated Legion had been rampant and commonplace, and required that “Those of the Robes” carry with them proper licensing and documentation upon their person wherever and whenever they were out in public, lest find themselves arrested and imprisoned. Those of the Robes – especially those of the Prelacy – whom refused to abandon their lives of luxury within their Parishes in favor of resettling amongst Consortium communes would come to be forced to live “double-lives”, hiding their involvement with the faction out of fear of retribution from a rival Parish or an angry citizenry. Relegated to a caste below that of even the most indebted Civilian, those of the Consortium endured the scorn of nearly an entire Republic – yet for many, the pros had indeed outweighed the cons. Advancements in magical practice and theory were made in leaps and bounds within the early years of the faction. Combining Decusian ancient literature with modern-day metaphysical theory, Those of the Robes would quickly begin to trailblaze the understanding of magical practice and application. In less than a years’ time the first publications of magical science – referred to simply as Arcana – would be shared amongst scholars, engineers, philosophers and even priests across the entirety of the Republic. Soon to follow would be the standardization of using reagents, stabilization agents and the implementation of the written word as an anchoring element within the practice of spell craft proper. As understanding of Arcana and magic theory progressed, so did the ability to manifest more and more powerful incantations and manifestations of willpower. The Consortium of Mages would exist and thrive throughout the Republic in the years following, stretching from the old colonies of the End of the World to the Midlands in Western Vitaveus. They existed in innumerable Municipalities and even townships, often serving as the resident magical authorities of all that was arcane to the Church and Legion. The services the Consortium would provide to their Republic counter-parts were many, ranging from assistance in dealing with the ever-growing Torment threat to helping assist with the identification, hunting and capture of rogue Arcana students and practitioners whom would dare dabble in the mystical arts outside of the Consortium’s purview. As the Consortium came more and more into its’ own, so did it begin to mature away from its’ beginnings as a Foundry-seeded Church endeavor into a sophisticated fraternity of professional students and practitioners of the arcane arts. And with this maturity came a new sense of notoriety, for slowly, nearly unperceptively, tolerance of the faction would go from unbearable to merely begrudged. One of the most notable instances of this change in public opinion would take place in late 1317, where a Prodain-based Consortium chapter had gained significant notoriety for single-handedly defeating a Torment outbreak that had threatened an entire city – that of Sanctus Paulus, a modest trading hub located in the northern reaches of the province. Whilst the entire chapter of magi had eventually succumbed to death due exhaustion and exposure to the Torment, there had been numerous first-hand accounts of their valiance in the face of more than two dozen afflicted whom were close to bringing ruin to the downtown district of the under-policed city. Prelacy Parishes were among the first to be invited to partake in founding the fledgling ranks of the faction. In time, Citizens and Civilians alike were ushered into Consortium guild houses across the Republic by the thousands, often at spear-point of the local Templar and Legion garrisons and subjected to proficiency testing and evaluation. Following the accounts of the Consortium’s deeds in Sanctus Paulus, along with innumerable other reports of their contributions to the Republic in earnest, a wary Ecclesial Authority had bestowed upon the faction the right to self-governance through executive order in 1320. Whilst still under the ultimate purview and control of the Authority, the act had afforded the Consortium the right to an executor council as well as an official embassy presence within the senate-city of Tor. With this order came the establishment of what would become known as the “Circulus Illustrationis” – the Circle of Enlightenment – the ruling council of mages who would navigate the future of the faction from hence forth. And presiding over this circle would be a practitioner of considerable power, one that would serve as a truly public face of the Consortium, not relegated to the shrouded robes and aliases of the old, but one to proudly and publicly be recognized throughout the Republic as a practitioner of the arcane. This position, given the title of Archmage, would set into place a paradigm shift within the Republic as it related to Those of the Robe. With the advent of a public and proud “witch” of considerable arcane skill and proficiency, public consideration of Consortium magi began to evolve, with many of the layperson reconsidering the rampant and violent vitriol they espoused upon Those of the Robes. While still often treated as veritable garbage, Consortium members had begun to enjoy a fleeting and fledging sense of warry respect – and at times, fear – from many within the Republic due to the establishment of the Archmage position. As time progressed and the Torment became ever-more virulent within the Republic, the presiding Archmage of the Consortium would change frequently, most often than not through the countless and prevalent accidents that normally accompanied the fledgling exploration of Arcana. The two most recent Archmagi, however, would hold significant importance in the future direction of the Consortium. In early 1331, Archmage Achilles Hexx governed over the expansion of the Consortium and its varying arcane projects with a zeal unlike any of his predecessors. Some of these projects were made public to the oversight of the Church proper, such as the construction of the Consortium Embassy District within Tor, but many of them were kept segmented away from the Circulus Illustrationis itself. Rumors to Hexx’s machinations speak of grand and terrible secret experiments, the construction of peculiar and perplexing architectural designs, and even the establishment of a clandestine guildhall of immense size and grandeur – dubbed the Library – constructed deep beneath the City of Tor. While these rumors had never been truly substantiated, the fact that Hexx had suffered an untimely death, the circumstances of which are still shrouded in mystery, lend to the aura of enigmatic suspicion that surrounded his tenure. 
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-Hexx’s successor, one William Zulank, would also stand out as a notable leader of the faction. Upon being bestowed the station of Archmage by the Circulus Illustrationis following Hexx’s untimely and mysterious death in 1340, Zulank sought to reform the rank and file of the Consortium, bestowing the ability of mage licensing and registering to individual chapters and guild houses as opposed to the central Consortium authority based in Redholme. He also saw to the creation of the Opus Mundane, which would be the evolution of the early mercenary groups under employ by the faction to ensure the security of its’ guild houses and enclaves. This sub-faction of the Consortium had been comprised entirely of non-mages – often referred to as Mundanes within the fraternity of the Consortium’s inner ranks – whom served the faction as martial manpower, augmenting Consortium chapters with sword and shield whenever and wherever the need arose. This adoption of military strength would no doubt prove instrumental in the survival of the faction in 1341, during what would be come to known as the Torian Civil Revolt. In the summer of 1341, Archmage Zulank had come to the defense of a small group of his Consortium magi who were being harassed by a returning Inquisition clergy within Tor. This lone action would quickly escalate to a heated melee between the magi and the Inquisitors that would result in the death of an Inquisitor at the hands of a Consortium magi. Upon the event being reported to the local Templar garrison, Warbishop Naum Alexandrov, whom had been personally present within the First Province at the time, led five of his garrisoned Inquisitor clergies – a total of nearly a thousand souls – to the Consortium Embassy District in Tor and demanded those responsible for the death of the Inquisitor. When Zulank had refused the Warbishop’s demands, Alexandrov had ordered the district to be besieged.  However, during this assault upon the Consortium’s most symbolic presence within the Republic, an unforeseen series of events had occurred – to the aid of the embattled Consortium had come none other than hundreds of resident Torians, along with the 701st Templar Chapter – a force of nearly two hundred strong – and what remained of the Venerated Legion’s IVth Infantry Division within Tor – nearly four hundred souls. In what would be one of the bloodiest and most calamitous battles ever fought within the streets of Tor, Warbishop Alexandrov and his Inquisition Clergies were forced to retreat from the city as to avoid staggering losses at the hands of a united Torian front. The Consortium’s victory would be bitter-sweet, however, as following the pitched battle, the city of Tor would be plunged into riots and civil disorder that would not be quelled for nearly two long weeks – of which would ultimately be blamed upon Consortium. Before formal charges and proceedings could be taken against Archmage Zulank and his Torian magi, however, calamity would strike Tor and the entirety of the First Province; as a result of the civil unrest and rioting, Tor would succumb to rampant outbreaks of the Torment, which would lead to the entire loss of the First Province proper. Upon the official quarantining of the First Province in 1342, the Consortium, following suit with the Church, Legion and Foundry, would relocate their seat of ambassadorial affairs to Redholme – home to the Circulus Illustrationis – and would remain without a named Archmage while the Church would engage in formal inquiries upon the faction and its’ actions within Tor, an investigation that lasts until the present day. 
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-Rumors to Hexx’s machinations speak of grand and terrible secret experiments, the construction of peculiar and perplexing architectural designs, and even the establishment of a clandestine guildhall of immense size and grandeur – dubbed the Library – constructed deep beneath the City of Tor. 
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-<fs xx-large>Standards, Colors and Guidons</fs> 
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-{{ :consort-1.png?nolink |}} 
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-The Consortium standard is that of an open book of sigils upon a background of a cloaked and hooded male. The standard was adopted around 1315 after the initial seeding of the Consortium had taken place through Republic-wide evaluation of Decusians for magical attunement. The numeral “VIII” is prominently displayed on the pages of the open book, a not-so subtle nod to the statistical fact that less than 8% of the Decusian population was found to be capable of magical incantation and spell craft. Two lit candles flank either side of the cloaked figure, signifying both the illumination gained from the pursuit of Arcana as well as an homage to traditional Decusian prayer candles, serving to remind one of the dangers of spell craft and the Act of Blasphemy. 
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-The Consortium color is a signature blue in color hue, of which was issued upon the faction by the Ecclesial Authority for easy identification of Consortium members by clerical forces. 
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-The Consortium’s most popular credence, “corvus oculum corvi non eruit”, of which translates to “a crow will not pull out the eye of another crow.” This is undoubtedly in reference to the ideal that the Consortium perpetuates complete solidarity amongst their ranks, of the consequences or condemnation, in order to assure the safety of its’ members in an unwelcoming and often times dangerous Republic. 
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-The Consortium is often seen utilizing numerous different forms of guidons, which often prominently display the faction’s hallmark color in accentuated with colors of purple and green. Rarely are the Consortium colors flown in conjunction with that of the Republic red or white, as to avoid garnering the ire of the overly patriotic layperson. 
-<-- 
--->The Venerated Inquisition Corps# 
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-<fs xx-large>Faction Profile</fs> 
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-**Founded:** 407 AS 
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-**Governance:** All military branches of the Republic answer to the Warbishop (a position amongst the College of Bishops), internally, the Grand Inquisitor appoints their direct successor. 
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-**Spokesman/Public Information Officer/Figurehead:** Grand Inquisitor Vasyl Savenko 
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-**Primary Function/Purpose:** Extermination of anything regarding to be “Of the Ill” 
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-**Estimated Numbers:** Between eight to eleven million (Republic-wide) 
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-**Republic Influence:** Very high 
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-**Republic Disposition:** Tolerant 
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-**Citizenry Reputation:** Feared, Respected 
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-**Military Strength:** Very high 
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-**Seat of Operations:** Alexandrov, Teramere 
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-**Common Ranks/Titles:** 
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-*Grand Inquisitor 
-*High Inquisitor 
-*Inquisitor  
-*Postulant 
-*Suppliant 
-*Operator  
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-**Post-Torment State:** Thriving 
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-**Presence in First Province:** High 
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-<fs xx-large>Overview</fs> 
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-Upon arrival in Vitaveus, the First Apostles sought to spread the teachings of Decus and found the indigenous cultures’ worship of false idols and practice of magics similar to that of the Ill. In these revelations, the existing Templars saw a massive task before them. They began to organize into different castes for a more efficient approach to the various challenges this new land had to offer. One caste of Templars specialized in martial tactics and methodology to eradicate the evils seeking to drag humanity back towards the times before Decus’ salvation of mankind. They called themselves the Venerated Inquisition. 
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-For centuries their numbers were small; only allowing the most elite soldiers into their ranks dedicated to the Churches teachings. The most senior and elite of these chosen would be granted the rank of Inquisitor. Very few within the Venerated Inquisition hold this rank. Inquisitors hold judicial and executive privilege in regards to the discovery and abolishment of heresy. They wield vast authority and can choose to overrule or ignore local governance at a whim.  
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-One caste of Templars specialized in martial tactics and methodology to eradicate the evils seeking to drag humanity back towards the times before Decus’ salvation of mankind. They called themselves the Venerated Inquisition. 
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-]Inquisitors ascend from a rank of candidates known as Postulants. These short-term candidates shadow and serve Inquisitors within a limited capacity of the higher role. Postulants are often hand selected by an Inquisitor to train under them in hopes they too may take up the rank in the future. 
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-Suppliants are the standing military force of the Inquisition with numerous ranks existing within to maintain a functioning military structure. Suppliants only recognize the authority of their overseeing Inquisitor or the Grand Inquisitor themself. Inquisitors are tasked with recruiting and maintaining their own retinue of soldiers and the numbers vary heavily from one Inquisitor to another. Ranging from the tens of thousands under a single Inquisitor to none. 
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-A majority of the Venerated Inquisition is made of Operators. These people carry out the day to day labor necessary to maintain fields, housing, and equipment. 
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-In times of necessity a group of Inquisitors may vote to appoint a High Inquisitor. A High Inquisitor temporarily manages operations for a specific mission, often having several Inquisitors under them. Upon the mission’s conclusion, the rank of High Inquisitor is dissolved and the previously appointed resumes the Inquisitor role. 
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-Supreme leadership within the Venerated Inquisition falls upon the Grand Inquisitor. This position is held for life and a successor is appointed by the current incumbent. Originally the Grand Inquisitor was elected, a tradition which has since been inherited by the High Inquisitor rank, as their military holdings spread westward and their ranks grew larger and spread further west. The last elected Grand Inquisitor was in the late 5th Century, and since has passed through succession as a ceremonial rank wherein the Grand Inquisitor sets the direction of the Venerated Inquisition, their goals, and overall focus. 
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-The last elected Grand Inquisitor was in the late 5th Century, and since has passed through succession as a ceremonial rank wherein the Grand Inquisitor sets the direction of the Venerated Inquisition, their goals, and overall focus. 
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-In the centuries after the end of the Reckoning, Inquisitors were a much rarer sight to see in one’s day to day; and such sightings were met with fear. Inquisitors generally operate independently and with very little oversight. In nearly all aspects they are seen as judge, jury and executioner. It is from this they have gained their brutal reputations. Countless accounts of Inquisitors burnin and slaughtering entire townships for the sins of but one of its inhabitants.  
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-That changed in the early 14th century. With the resurgence of magical practice and appearance of the Resolve, as well as the Torment that followed shortly after, The Venerated Inquisition saw its own renaissance. Many looked upon mages and saw the Ill, evil creatures from the days of Decus who used magic to enslave humanity. Able-bodied men and women have now flocked to the Venerated Inquisition in overwhelming numbers with newfound purpose. 
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-The Church utilizes bolstering of the Inquisition’s ranks to oversee the newly founded Consortium, as well as root out the newfound evils that have come in the wake of the events of 1313. Where a mage may see an Inquisitor as a jailor or executioner, it is common belief among devout Decusians that the Venerated Inquisition is the only thing stopping the return to the days of Ill. To their credit, recent history is marred with mage uprisings and delving into unsanctioned magics which wrought ruin throughout the land. 
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-One of the most famous examples of such reckless Consortium behavior comes from the late capital itself, which led to the infamous Torian Civil Revolt also known as the ‘Three Hour War’ in the summer of 1341. It began after Warbishop Naum Alexandrov arrived in Tor to apprehend the magi responsible for the recent death of an Inquisitor. When Archmage Zulank refused to comply, the Inquisitors began their siege of the District. What resulted was a quick but deadly battle upon the streets of Tor between Inquisitors, Consortium, and the residents of Tor. 
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-Though the city fell to Torment in the end, it was wrought with chaos as the major Republic Factions began their exodus after the Three Hour War. Alexandrov refused to abandon the First Province, and had been excommunicated for his defiance. He and his devout Inquisitors stationed themselves within Penitence Valley ever since the fall of Tor in 1342, and have denied all summons of the Authority to travel to Redholme for a formal investigation of events surrounding the fall of the Capital. 
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-To make matters worse, the current Grand Inquisitor, Vasyl Savenko, named Naum Alexandrov their successor following the Three Hour War. This has caused great tension to mount between the Ecclesiastical Authority and Teramere, and lead to a longstanding stalemate between Naum’s insubordination and the Authority.  
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-The Church utilizes bolstering of the Inquisition’s ranks to oversee the newly founded Consortium, as well as root out the newfound evils that have come in the wake of the events of 1313. Where a mage may see an Inquisitor as a jailor or executioner, it is common belief among devout Decusians that the Venerated Inquisition is the only thing stopping the return to the days of Ill. 
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-<fs xx-large>Standards, Colors and Guidons</fs> 
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-{{ :inquisition-1-1.png?nolink |}} 
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-The Inquisitions standard is that of a raised hand with a single eye in its palm. An ancient symbol exemplifies the Inquisitors mission to ward off evil, its placement on the hand signifies the power and control in which the Inquisitors will evoke to do so. The red and white stripes in the background of the hand pay homage to their Templar roots. 
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-The Inquisition’s most popular credence, “Qui mala permittit, culpam participat.”, is translated into common as “He who permits evil shares the guilt.”. 
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-Signature colors are red, white, and black. Since the schism between Naum Alexander and the Ecclesiastical Authority, it’s noteworthy that inquisitors both near and far have taken to wearing more black than red in solidarity. 
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-<-- 
  
  
-====== Sub-Factions of the First Province ====== 
  
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