
Eastern Baraonies
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Aedenshyr
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Arkhess
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Athaerun
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Redholme
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The First Coast
Geography
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.
History
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.
Torment
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.
Points of Interest
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.
Geography
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.
History
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.
Torment
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.
Points of Interest
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.
Geography
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.
History
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.
Torment
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.
Points of Interest
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.
Geography
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.
History
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.
Torment
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.
Points of Interest
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.
Geography
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.
History
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.
Torment
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.
Points of Interest
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.