Main Factions of the Republic
- The Decusian Venerated Templar
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FACTION PROFILE
Founded: Year 1 AS, Shortly After the Day of the Coming
Governance: The Venerated Right Hand of the One True Decusian Church.
Figurehead: The Archbishop is the Head of the Church, and the Grand Prelate is the Top Rank of All Templar
Primary Function/ Purpose: The Annihilation of Ill and Heresy. To Uphold and Enforce the Virtuous Light of the Eight/The Flame, The Archangel Decus, and the First Apostles
Estimated Numbers: 2M Republic Wide
Republic Influence: High
Republic Disposition: Highest
Citizenry Reputation: Revered
Military Strength: Waning Of Late, Scattered Across Vitaveus
Seat of operations: Redholme, Pontufex Hill
Ranks/Titles:
- Grand Prelate
- Grand Master
- Seneschal
Within Chapters:
- Knight-Commander
- Knight-Marshal
- Knight/Templar (can simply be used interchangeably)
- Squire
- Retainer
- Associate
Sergeants were a non-noble Rank used to fill out the logistics of the faction. They were the supply chain and might fill ranks as soldiers if necessary.
The ranks of the Clergy consist of the Bishops, Priests, Chaplains, and Abbots.
Post-Torment Status: Sustained Mass Casualties
Presence in the First Province: Minimal
OVERVIEW
When the Archangel Decus descended from the Heavens to the Mortal Realm, it was He Who Saved Man. Among those to bear witness and aid Him were the first men and women to be later known as the Templar. These standouts went to war alongside the ArchPrelate to overthrow the Oppressive Slavers known simply as the Ill.
These exceptional few assumed the responsibilities of leading a new era of humanity. They were the first Prelates, the nobles who walked Eden with Decus Himself. As was necessary, a grand city was erected by these few, guided by Decus, to serve as a staging ground for their efforts. This hallowed city would later be known as Temple, and its inhabitants, the Templar.
Decus bestowed upon them the martial prowess and knowledge of sciences that would help them liberate mankind after His passing. These first Knights took forth this knowledge and beat back their oppressors. They left in their wake a litany of clergy to further educate these newly liberated men and women. They recruited the strongest and brightest among them, swelling the ranks and growing their flock.
The Archangel had loved those First Apostles so dearly that He had given His own mortality to save them. And those first few so loved Him that they took His teachings and did their best to imitate them. In this, the Sacred Eight Virtues were born. The Templar became the teachers of this new way of life, spreading it like wildfire. These Sacred Eight would become the pillars of this new society; the moral compass from which most humans gain their bearings.
The ranks of the Holy Decusian Church and the Venerated Decusian Templar grew exponentially over the first century. As the Church took the reins of the Republic's Law and Order, the Templar allowed the rise of the Venerated Legion. These new legionnaires were no less faithful, perhaps than the Templar, but they were not trained the same. The Templars remained true to their Faith and turned back to the teachings of the One True God. They did, however, remain on the front lines during the Reckoning. It is said that a Knight-Commander led every Legion in those first few centuries.
Most higher-ranking officials of the Templar are direct descendants of those early Apostles. Noble blood is not the only way into the ranks, however. Many of the lower-ranking Templar Army were born of the citizenry. Some take the Oath in order to liberate their own family from whatever tax or debts they have with the Republic, though the barrier for entry in this way is a rigorous one. An Associate entering the ranks through this sacrifice must prove themselves willing and able to fight and uphold the virtues of the Archangel Himself. It is only through the most heroic of deeds that one may rise above their bloodworth to the rank of Knight or higher.
The Venerated Templar have been on the front lines since the onset of the Torment. Alongside the Legion, they have done their best to hold the front lines against the spread. These efforts have not been without casualties, however. It is said that some 750,000 Knights have perished across the continent as a whole. Whole Chapters have been wiped out in the westernmost lands of Collatia and Kaaduras. Numbers have dwindled in the East and Midlands as well.
After the Three-Hour War that wrought havoc and led to the fall of Tor, almost all Templar in the region were lost. The Knights are now led from the new seat of the Republic in Redholme.
STANDARDS, COLORS, AND GUIDONS
The Templar have seen many symbols throughout the annals of history. The most common being that of a sword and shield. Oftentimes, there may be two swords. Or at times, there may be an Angel with broad wings spread, head bowed over a down-turned Sword. Other symbols may include a Flame or a Red Cross upon a shield.
The colors are usually Decusian Red and White. Though some Chapters have adopted Red with Silver Adornment. The Sergeants and Associates of the Order are most commonly seen wearing brown or gray robes with a smaller insignia upon the breast.
Many creeds have been present within the Order. One of the most important, however, is that of:
In Luce Flammae, iuramento et ferro sanctificamur.
“In the Light of the Flame, we are sanctified by oath and steel.”
- The Venerated Apothecary Corps
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Faction Profile
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
Overview
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.
Standards, Colors and Guidons
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
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Faction Profile
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
Overview
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.
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.
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.
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).
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
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).
Standards, Colors and Guidons
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.
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.
The Foundry’s most popular credence, “Per Vires Industria”, is translated into common as “Through Industry, Strength”.
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.
- The Venerated Legion of Decus
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Faction Profile
Founded: 405AS
Governance: Under the divine authority of Auctoritas Imperium, the Praetor commands all Legions within a Praetura.
Spokesman/Public Information Officer/Figurehead: Praetor Titus Cato Aurelius (Virrenul)
Primary Function/Purpose: Republic Military and/or Peacekeepers
Estimated Numbers: Between one to two million (Battle-hardened, tactically proficient)
Republic Influence: High on Battlefield, Politically secondary
Republic Disposition: Accepted
Citizenry Reputation: Respected
Military Strength: Strategic, Disciplined, Strong.
Seat of Operations: Redholme, Military Fortress “Ironclad Citadel”
Common Ranks/Titles:
- Legate/Legatus (Senior Officer)
- Centurion (Senior Officer)
- Tessarius (Officer)
- Decurion (Officer)
- Decanus (Senior Sergeant)
- Primus (Sergeant)
- Velitares / Triarius
- Tyro / Immunes (Recruit /Specialist)
Post-Torment State: Consolidated
Presence in First Province: Moderate
Overview
The Venerated Legion of Decus represents the lasting strength of the Republic’s will. While the Church seeks salvation through faith, the Legion ensures survival through strength. Forged during the golden age of the Decusian Empire, the Legion led the way in expansion, spreading the rule of law and order to the farthest corners of Vitaveus. From the fall of Nora Thryn to the conquest of Collatia, the Legion raised the Empire's banners in every province affected by flames and faith.
Created to reflect imperial conquest and guided by Doctrina Bellum, the Legion functions not just as a military force but also as a source of order. Every Legionnaire is trained to fight and endure. They learn to march with little or no supplies, hold positions when hope seems dim, and die without retreating. Each Cohort operates as a self-sufficient war machine, able to set up forward camps, manage field logistics, and build siege engines of marvel.
Operational Doctrine
Every Legion operates as a self-sufficient force of war, capable of enduring prolonged campaigns without external support. Cohorts are trained to construct their own camps, manage their own logistics, and maintain field-ready discipline even in hostile, plague-ridden terrain. In battle, they move with cohesive formation, striking with precision rather than raw force. A broken line is dishonor; a silent advance is doctrine.
Key battlefield tactics include:
Testudo Formations to advance under withering fire. Velitares Flanking Detachments for fast, low-armor harassment. Speculatores Infiltration, elite agents dispatched ahead to assassinate commanders or sabotage supply lines. Centurial Skirmish Waves, used to exhaust and expose enemy weak points before the main Cohort commits. Even in retreat, the Legion does not rout. Instead, it rotates through fallback lines in a series of measured withdrawals, designed to trade space for tactical advantage.
The Legion does not serve the Republic - it is the Republic, in its oldest, purest form. It was the Legion that built the roads, held the borders, and bled in the sands while others squabbled for political gains. It is always the hammer that delivers the first order, and the shield that absorbs the chaos thrown to the Republic by its foes.
With the First Province fractured and the Church losing grip, many now whisper that only the Legion can restore the Republic’s spine. Their banners still rise in discipline. Their camps still echo with drills. And in the dark lands of the West and towards Tor, they march not for glory, but for continuity for the Republic legacy.
Standards, Colors, and Guidons
Insignia Meaning
Crimson Oath – Emblem of The Venerated Legion of Decus
This insignia represents the Crimson Oath, the battle standard of The Venerated Legion of Decus. This elite martial order emerged from the ruins of the old empire and developed over centuries of conquest and discipline.
At the center of the emblem is a gilded skull, topped with a laurel wreath, against a deep crimson shield. This skull symbolizes eternal vigilance rather than death. It represents the ongoing duty of the Legion: to serve, to conquer, and, if needed, to die for the Republic. The laurel wreath around the skull marks a hard-earned victory. Each leaf stands for a campaign, and each curve represents a war endured.
The round shield, polished with bronze and iron, signifies the unity of the Cohort, the shield wall that never breaks. Its rich red color reflects the blood oath that every Legionnaire swears upon joining.
Behind the shield lie two golden war hammers, tools of judgment. They highlight the Legion's dual role as both defender and executioner. While the Church speaks of forgiveness, the Legion enforces its principles.
Behind the entire emblem is a bastard sword, pointed down into the ground. This design dates back to the First Reckoning and indicates the Legion's role as the foundation of the Republic. The sword also symbolizes readiness, serving as a silent threat to foes both within and outside.
Every part of this insignia conveys a proud tradition of discipline, unity, sacrifice, and conquest. It is often painted on war banners, burned into leather armor, or hammered into the shields of commanding officers. During times of civil unrest or foreign threats, its presence signals both a restoration of order and a warning of retaliation.
“Ex Unitate Vires” (Strength from Unity)
- The Consortium
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Faction Profile
Founded: 1334 AS
Governance: Ecclesial Authority Oversight, but possess an internal council known as “Circulus Illustrationis” – the Circle of Enlightenment
Spokesman/Public Information Officer/Figurehead: Traditionally an Archmage, position currently vacant
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.
Estimated Numbers: Between one million to one and a half million (Republic-wide) excluding Opus Mundane forces
Republic Influence: Low
Republic Disposition: Subservient
Citizenry Reputation: Generally disdained but moderately respected, met with violence in some areas
Military Strength: Weak Seat of Operations: Redholme, Eastern Baronies
Common Ranks/Titles:
*Archmage *Scholasticus *Occisoris *Auditoris *Inceptor *Opus Mundane *Post-Torment State: Thriving
Presence in First Province: Low
Overview
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.
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.
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.
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.
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.
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”.
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.
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.
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.
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.
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.
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.
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.
Standards, Colors and Guidons
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.
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.
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.
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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Faction Profile
Founded: 407 AS
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.
Spokesman/Public Information Officer/Figurehead: Grand Inquisitor Vasyl Savenko
Primary Function/Purpose: Extermination of anything regarding to be “Of the Ill”
Estimated Numbers: Between eight to eleven million (Republic-wide)
Republic Influence: Very high
Republic Disposition: Tolerant
Citizenry Reputation: Feared, Respected
Military Strength: Very high
Seat of Operations: Alexandrov, Teramere
Common Ranks/Titles:
*Grand Inquisitor *High Inquisitor *Inquisitor *Postulant *Suppliant *Operator
Post-Torment State: Thriving
Presence in First Province: High
Overview
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.
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.
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.
]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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Standards, Colors and Guidons
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.
The Inquisition’s most popular credence, “Qui mala permittit, culpam participat.”, is translated into common as “He who permits evil shares the guilt.”.
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.
Sub-Factions of the First Province
- The Forlorn Hope
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Faction Profile
Founded: Estimated 1320
Governance: Decentralized
Spokesman/Public Information Officer/Figurehead: The Spearbearer (Unknown Identity Spokesman)
Primary Function/Purpose: Anti-Republic Insurgency Group
Estimated Numbers: Unknown, estimated to be above fifty thousand to one hundred thousand active members
Republic Influence: Low
Republic Disposition: Rebellious
Citizenry Reputation: Respected to Beloved
Military Strength: Low, but highly effective in areas of concentrated numbers
Seat of Operations: Unknown
Common Ranks/Titles:
- Spearbearer
- Warden
- Corollary
- Adjunct
- Preponderant
- Fellow
- Errant
- Recruit
Post-Torment State: Thriving
Presence in First Province: Moderate, believed to control Orespod.
History
The Forlorn Hope is an affiliation composed mostly of former Republic military service members from all across the three regions of Vitaveus. Thought to have been originally founded by defectors of the Church Templar, Venerated Inquisition and the Republic Legion, the Forlorn were former service members who became disenfranchised with the Church’s tactics in responding to the civil disorder and anarchy following the wake of the Torment. The organization’s namesake, Forlorn Hope, references a common military term used to describe soldiers responsible for being the “tip of the spear” in a military engagement, of whom are expected to suffer high casualties due to the inherent danger of their assignment. Thus, it is assumed that the Forlorn Hope had chosen their namesake to pay homage to the often futile attempts to reclaim lost territorial holdings of the Republic from the Torment and the Blacklands of the Western Territories, as ordered by the Venerated Church of Decus.
The Forlorn Hope gained much of its prominence and recognition during the period that has been dubbed the “Great Abandonment”, a point in the Republic’s history in which former Archbishop Karl Anslem withdrew all major military operations that had been underway to reclaim the Western Territories from the Torment in the 1330s. While the former Archbishop’s orders to withdraw from the Western Territories were eventually proven to be influenced by sinister forces, the subsequent abandonment of hard-fought land blighted by plague and anarchy had resulted in a staggering loss of life within the troubled land. While the vast majority of Legionnaires and Templars assigned to the Blackland front-lines had followed the Church-issued orders and made their laborious retreat from the front lines of the Western Territories back to the Eastern Baronies, a handful of Church Templar Chapters, Inquisitor Clergies and Legion Patrols had summarily disobeyed their directives. These rogue elements of the Republic instead took to occupying deserted forts and forward operating bases in an effort to provide aid and defense to the local populations, populations in which they had developed strong obligations to over the decade long campaign to reclaim the Western Territories from blight and chaos. While these defectors’ efforts had indeed been valiant and chivalrous, it was often also in vain, for the lack of logistical support from their respective factions resulted in many of these brave defectors being overwhelmed by brigands, blight or other perils. Yet for those scant few Legions, Clergies and Chapters that had managed to “hold the line” in their respective pockets of the apocalypse had in time become renowned throughout the abandoned provinces of the Western Territories as saviors and benefactors. Word of these men and women who defied the Church’s orders to lay life and limb upon the line in service to their fellow Decusians spread like wildfire, and thus, the Forlorn Hope had been born.
The organization’s namesake, Forlorn Hope, references a common military term used to describe soldiers responsible for being the “tip of the spear” in a military engagement, of whom are expected to suffer high casualties due to the inherent danger of their assignment.
Modern Times
Originally composed of an affiliation of former Legion forces, Templar Chapters and even Inquisitor Clergies, the Forlorn has in more recent times expanded to include additional paramilitary elements into its fold. Foundry members, Apothecary Corps. members, and even the occasional mercenary company have found its way under the Forlorn banner. The hierarchical structure of the Forlorn is decentralized and indicative of an organization that values autonomy, adaptivity and survivability above all else. Forlorn elements, referred to within their own ranks as “wards”, are based regionally and are identified by their jurisdictional responsibilities. Wards comprise anywhere from a few dozen members to forces numbering in the hundreds, depending on regional needs, mission objectives and availability of logistical support. Wards are mostly para-military in nature, often using standard Legion ranking structures to denote hierarchical importance of their members, with the exception of the chief commanding officer of a ward who is always bestowed the title of Warden. Wardens, in turn, comprise the network of commanding elements of the Forlorn, and are responsible for holding those under their command to the ethical and moral code of their fellow Warden peers. Whilst not explicitly existing as a physical charter or edict, the code of the Forlorn is quite simple; those who are able through strength and willpower shall protect their fellow man whenever possible, for serving the people of the Republic should always take precedence over serving the interpretation of Decus’ will.
Due to the Forlorn Hope’s inherent nature of being founded by defectors and dissenters of the Republic’s military, the Forlorn sentiments towards the Republic are jaded at best of times and treasonous at the worst. Yet despite this, many within the Forlorn ranks consider themselves patriots to the Republic, for most of their ill-will towards the Venerated Republic is not held against the country or its citizenry, but is reserved for the ruling caste and governing agency of the Republic, the Venerated Church of Decus. Many within the commanding hierarchy of the Forlorn look upon the Church as bearing the responsibility of the emergence of the Torment and the Resolve, and anti-Church sentiment is rife within the Forlorn due to the loss of life and land resulting from the Great Abandonment. It goes without saying that due to these strong views and treasonous philosophies, the Forlorn are considered enemies of the state and the Faith. However, due to the Forlorn ranks being composed of many disenfranchised and dissenting members of the Legion and Church, their criminal status is often gone unchecked in all but the most policed and populous areas of the Republic. Lack of Forlorn member prosecution is also due in part to the nature of the Forlorn activities being centered around areas of the Republic that have been left abandoned or too lightly defended by the Legion or Church. While this lack of prosecution is often beneficial to the Forlorn efforts as a whole, it has also led to unforeseen issues as of late; unsavory individuals, criminals, anarchists, and usurpers of the Republic often attempt to find their way into the Forlorns folds.
- The Collegium Ignimortium
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Coming Soon!
- Neopagans
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Faction Profile
Founded: Estimated 1342
Governance: Matriarchy
Spokesman/Public Information Officer/Figurehead: No centralized leadership. Independent cells are led by the head of their pagan faiths.
Primary Function/Purpose: New-Age Pagan Religious Cult
Estimated Numbers: Between 100 and 1,000
Republic Influence: Non-Existent
Republic Disposition: Openly Antagonistic
Citizenry Reputation: Hated
Military Strength: Inconsequential
Seat of Operations: Quarantine Zone of the First Province
Post-Torment State: Surviving
Presence in First Province: Centralized cells scattered within the Quarantine Zone of the First Province.
History
The term Neopagan is a loose title attributed to any and all persons who have abandoned the Decusian faith and have opted to follow one of the many hundreds of indigenous religions that propagated Vitaveus prior to Decusian Imperialism. Having become increasingly popular within Quarantine Zones as well as the Western Territories, neopaganism survives despite a concentrated effort by almost every official Republic Faction to wipe it from the face of Eden. While instances of organized neopaganism can be tracked back generations, modern Neopaganism as it relates to the First Province is a relatively new concept that has only recently found popularity due to the territory being deemed a Quarantine Zone in 1342.
The term Neopagan is a loose title attributed to any and all persons who have abandoned the Decusian faith and have opted to follow one of the many hundreds of indigenous religions that propagated Vitaveus prior to Decusian Imperialism.
Modern Times
Reports of Neopagan cults raising themselves out of the First Province are increasingly more prevalent in recent months, with many reports of would-be adventurers and fortune seekers finding themselves accosted by hostile groups. Reports indicate that these wayward souls often ordain themselves in the trappings of dead animals and whatever shoddy pieces of armor and clothing they may be able to scavenge from the dead and dying of the First Province. While often found to be poorly equipped, to underestimate those affiliated with the Neopagan movement is oftentimes a fatal mistake, for a large contingent of spell-casters who orient themselves towards ritualistic, paganistic, and diabolist incantations have been rumored to have established themselves within this movement.
These cults are as opposed to one another as they are against Republic Factions. Each one vies against the other for dominance. Currently, four prestigious cults hold firm grounds within the Quarantine Zone of the First Province:
Withering Bloom
Cultists of the Withering Bloom promote unending growth of nature at the expense of technological and environmentally-destructive progress. Their shamans and warriors pray to the Withering Bloom, a staggering mass of plant life representing the aspect of nature’s wrath. These pagans commit the dead, be it their own or hapless refugees, to fertilize the grounds of their ritual site within the Withering Maw. The most devout among them replace their hearts with a unique thistle, which explodes into aggressive tangling vines upon their death. The Withering Bloom hold strong opposition against the Daeblood, for they fear their hunger would one day ravish all.
Daeblood
These cannibals believe their power derives from consuming human flesh anointed by their dae patron, the Hungering One. Cultists who fully resign to their ravenous hunger become host to dae entities as their humanoid forms twist to foul corruption. During the darkest hours, warbands leave their cave to hunt refugees who stray too far from the boundaries of the Rumbling Pass camp and Fort Praesidium. The Daeblood’s lust for entropy and consumption draws the ire of their neighboring cult, the Withering Bloom.
Cult of Anslem
Deep within the desecrated halls of Aiwella dwells Karl Anslem, the fallen archbishop. Cultists flock to the Anslem for his power over death itself and to one day combat darker forces that lay unseen beyond Eden. As a powerful lich, undead are inexplicably drawn to Anslem. It is said he is a necessary evil, for without him the undead would have no keeper and surge forth from the crypts to devour the Quarantine Zone and beyond. His latest attempt to achieve godhood was thwarted, but he again may be a threat for future generations to come.
Cult of the Eyeless
This reclusive cult dwells deep beneath the twisted woods of the Spectral Camp. Little is known of this mysterious cult, for they rarely extend themselves beyond the cavern depths. Many among them blind themselves, but the reason for such is unknown. It speculated they seek to see hidden truths or perhaps shield themselves from mad visions. Further rumors speculate there is some relationship between them and the eyeless monsters which prowl among the subterranean mushroom forest.