Heilomar: Player's Guide

by SirTaylor

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Heilomar

Introduction

Heilomar rests thousands of miles west of Stormvold, its people having been secluded from the affairs of the Sunderealms proper for roughly 4,000 years. In this world void of divinity, the very existence of the Sovereigns is subject to controversy. Ignorance plagues the world, and with this blindness has arisen a bloody history filled with manipulation and atrocity. Truly, without the oversight of Sovereigns or Primordials, nor the basic influence of coherent truth, lamentation has become the rule.

But through the blood, Heilomarians have made immense advancements. The Lorithian Epoch is in full swing, characterized by rapid technological developments and brewing political turmoil. Thanks to the influence of an international corporation of mages known as the Vothalis Sodality, Heilomar is home to the most advanced technology in the Sunderealms. In this 'magicpunk' setting, the tech--level reached by the Tarragolions during the height of their power is commonplace. Arcane powered ships, automated carriages, flying machines and airships, automatons, and residuum--powered weaponry have become mundane for many societies. For the sake of mental image, think steampunk technology, replace the steam with an arcane fuel called residuum, and superimpose 18th (1700s) to 19th (1800s) Century fashion and you have most of Heilomar.

This worldbook will give you an overview of general campaign mechanics as well as Heilomar's history, religions/ideologies, countries, and factions. Consult this book as you will: it's entirely up to you how much or little you read. Welcome to the Ruined Light, the Crucible of the Blind. Welcome to Heilomar.

Image depicts Culishas, Capital of Courmund

Campaign Mechanics

This page details the basic rules and procedures that will be used in this campaign, apart from the basic rules of fifth edition D&D.

Characters

Requirements. Ideally, each character will have a backstory that is discussed with the DM at least a week before the first session of the campaign takes place. This will allow the DM to integrate the character's backstory into the world and the various events of the campaign. Further, characters in this campaign should not be made for functionality, but instead for narrative. Don't make your characters with an eye for power in combat. Instead, go with what you think works well in the setting, looks cool, and/or is likely very fun to roleplay. If such a character happens to be really good in combat, that's not a problem. But don't make combat prowess or mechanical utility your initial priority.

Restrictions. Any race, class, or subclass that is not published in an official fifth edition D&D sourcebook or in this sourcebook can only be used if the DM is consulted beforehand.

Death Saves. Character death saves will be rolled by the DM.

HP. HP is not maximized. Each level up, you can roll for HP or take the average, but must decide before rolling or increasing your HP.

Honor Scores and Cleric/Paladin Magic without Sovereigns

Honor scores will be used in this campaign, with some modifications. Various societies in Heilomar have stringent ideologies and codes of conduct. Each such ideology or code will have a corresponding honor score. If a Player Character is or becomes an adherent to one such ideology or code, they will receive an honor score corresponding to that ideology or code. This score represents how well a character understands and abides by the ideology or code, and can increase or decrease depending on player actions. An honor score of 10 indicates that one has a baseline understanding of an ideology / code and adheres to it averagely well. Honor scores can shift between 0 and 20.

The following types of honor scores exist. Others may be added.

  • Rupturian Honor

  • Orthodox Autartist Honor

  • Lorithian Autartist Honor

  • Fierfard Honor

These scores can help the DM and the Player determine how well a character is adhering to an ideology or code. In the case of clerics and paladins, who now draw power from the planar manifestations of ethical principles instead of gods themselves, honor scores may have ramifications for one's class.

Except in the case of heretical clerics, the lower a cleric's honor score becomes the weaker their abilities become. Thus, to be powerful, clerics must literally act according to their beliefs, else their connection to the planar manifestations of those beliefs dwindles.

If a cleric has an honor score equal to or above 10, they function normally. If the score decreases to below 10, they start suffering penalties, which become increasingly severe. These penalties are detailed below and vary depending on the class. The DM will determine the particulars of a penalty as necessary.

Cleric

Honor Score Penalty
9 Lose one spellslot of the highest level currently attained.
8 No effect.
7 Minor penalty to channel divinity.
6 No effect.
5 Loose two more spellslots of the highest level(s) currently attained.
4 Major penalty to channel divinity.
3 Penalties to all domain features currently attained.
2 Loss of highest domain feature currently attained.
1 Loss of channel divinity and all domain features.
0 The cleric looses all class features, including spellcasting.

To avoid these penalties, a cleric can become heretical: using energy from Kakos, the plane of nihilism, to mimic the energy from other Ethien planes (see "The Planes"). However, becoming a heretical cleric is generally irreversible. Reversal requires a journey to the Outer Planes and to the Ethien plane from which the ethical principles (or else the substance which gives rise to them in kith minds) of the cleric's former beliefs stem. Once a cleric uses the energy of Kakos, it gains a hold on them, even if they later have a change of heart. A ritual in the Outer Planes must be performed to alter this state of affairs: a fact known only to well--versed clerics, paladins, and scholars. Further, if one is a known heretical cleric, those who ascribe to the ideology which the cleric formerly advanced will act disdainfully, perhaps downright hostile, towards the cleric. Various groups in Heilomar even consider it a sacred duty to eradicate heretical clerics. Thus, the choice to become heretical can make certain social encounters and the opportunities they present much more difficult to take advantage of.

These social consequences are often the same for an oathbreaker paladin. Unlike clerics, paladins become oathbreakers if they break their oath at all. Instead of dwindling belief, paladins may loose their abilities in a single moment. Regaining an oath requires a ritual in the Outer Planes.

Lingering Injuries

A modified version of the Lingering Injuries rule will be used. Whenever a character takes a critical hit, drops to 0 hit points but isn't killed outright, is killed outright but revived, or fails a death saving throw by 5 or more, there will be a 50% chance of suffering a lingering injury. Details on lingering injuries can be found in The Dungeon Master's Guide, p. 272.

Feats

Each ability score improvement, you may instead opt to train a feat. You may not take both an ability score improvement and a feat for a single level up. Further, you do not start with a feat.

Magic Items

Heilomar is home to a plethora of magic items, but its fraught history with magic has made many governments weary of such things. The countries of Ani'Mus, Fierfar, and Lumo, known collectively as the Juirmid Alliance, maintain an international regulatory system called the Juirmid Commission. The Commission regulates the sale, ownership, and operation of magic items and vehicles within the Juirmid Alliance. To legally own or operate magic items/vehicles, one needs the proper permits. The classes of permits are detailed below. Owning or using a magic item/vehicle without the proper permit is subject to heavy fine, imprisonment, or, in extreme cases, exile or execution.

  • Class IV Permit: The holder may own and use uncommon magic items.

  • Class III Permit: The holder may own and use rare magic items.

  • Class II Permit: The holder may own and use very rare magic items.

  • Class I Permit: The holder may own and use legendary magic items.

  • Class IV Commercial Permit: The holder may sell uncommon magic items, not including residuum.

  • Class III Commercial Permit: The holder may sell rare magic items, not including residuum.

  • Class II Commercial Permit: The holder may sell very rare magic items, not including residuum.

  • Class I Commercial Permit: The holder may sell legendary magic items, not including residuum.

  • Class T Permit: The holder may operate trains.

  • Class V Permit: The holder may operate Varithess.

  • Class B Permit: The holder may operate envelope airships, such as blimps and zepplins.

  • Class E Permit: The holder may operate Eisenvogel.

  • Class S Permit: The holder may operate propulsion ships.

Other countries outside of the Juirmid Alliance have their own regulatory systems.

PART 1

World Mechanics

Character Races

Ani

Lunar beings created as the guardians and warriors of the Autarch during the Founding Epoch. Their skin ranges from light gray to black, generally with tints of blue or purple, while their eyes glow with white, gold, or pink lusters.

Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.

Age. Ani mature at the same rate as humans, but they can live up to 250 years.

Size. Medium. Ani have the same range of height and weight as humans.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Lunar Resistance. You have resistance to radiant damage.

Might of the Autarch. Starting at 3rd level, you can cast the spell Moonbeam a number of times equal to half your Wisdom modifier rounded down. You regain expended uses after a long rest.

Moonlit Bastion. When standing in direct moonlight, you may use a bonus action to regain 1d4 hit points at the end of each of your turns for the next twenty-four seconds. Once you use this ability, you cannot do so again until you finish a long rest.

Languages. You can speak, read, and write Common and Truvarni.

Luman

Descendants of Ani and other kith.

Ability Score Increase. Your Charisma score increases by 2 and two other ability scores of your choice increase by 1.

Age. Luman mature at the same rate as the non-Ani race which they are descended from. They live either up to 180 years or as long as the non-Ani race which they are descended from: whichever is longer.

Size. Luman are the same size as the non-Ani race from which they are descended.

Speed. Your base speed is the same as the non-Ani race from which you are descended.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Genetic Variety. You gain one ability of the non-Ani race from which you are descended. This ability cannot be an ability score improvement.

Lunar Resistance. You have resistance to radiant damage.

Languages. You can speak, read, and write Common and Truvarni.

Abyssiad

Beings descended from demons and the humans of Southern Vornmurr. See subraces for more details.

Ability Score Increase. Determined by sub-race.

Age. Abyssiads mature at the same rate as humans but live a few years longer.

Size. Abyssiads have the same range of height and weight as humans.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Common and Abyssal.

Character Subraces

Rivenarsh Dhampir

Those turned Dhampir by the Vampiric Coteries of Rivenar.

Ability Score Increase. Increase on ability score by 2 and increase a different score by 1. Alternatively, increase three ability scores by 1.

Age. Dhampirs do not age.

Ancestral Legacy. If you replace a race with this, you keep the following elements of that former race: any skill expertise or proficiencies and any walking, climbing, flying, or swimming speed. You do not retain any other attributes from your past race, unless the DM feels an exception should be given.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deathless Nature. You don't need to breathe.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.

Rivenarsh Bite. Your fanged bite is a natural weapon, counting as a simple melee weapon with which you are proficient. You can add your Constitution modifier, instead of your Strength modifier, to attack and damage rolls made with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you regain hit points equal to the piercing damage dealt by the bite. You may also force the creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier + your Constitution modifier). If the creature fails, it is charmed by you as if under the effect of a Charm Person spell, which lasts for one hour. The effect ends if you or any of your companions do damage to the target. You may use this ability a number of times equal to your Constitution modifier, up to a maximum of four, per long rest.

Languages. You can read, write, and speak Common and any languages given to you by your past race.

Meerani Dragonborn

Feathered, winged dragonborn created by the Autarch during the Second Vicissitude. Same abilities as a normal dragonborn, though the breath weapon is replaced with the following feature.

Forceful Flight. You have a flying speed of 60 feet. This replaces your breath weapon. While flying, you may use an action to force each creature within a 15 foot long, 5 foot wide line to make a Strength saving throw. On a failure, a creature is pushed back 15 feet and knocked prone. Further, while flying, you may move an extra 120 feet once per turn. Each time you do this, you suffer a level of exhaustion. You stop suffering levels of exhaustion in this way once you reach 13th level.

Nadaliph Abyssiad

The Nadaliph have purple or gray fur and skin, wings, and bat--like features.

Bat--Like. You have a flying speed and a climbing speed equal to your walking speed.

Sapping Enchantment. If a creature is charmed by you, you may use your action to cause the creature to loose hit points equal to 1d10 + your Charisma modifier. You gain a number of hit points equal to that which the creature looses. You can use this ability once per long rest. This ability is not lost if you become a Rivenarsh Dhampir. However, if you are a Nadaliph Abyssiad turned Dhampir, you're far more prone to becoming an Insatiable: a Dhampir who has uncontrollable bursts of an immense urge to consume kith blood. When you see kith blood, you have a 5% chance of attacking the blood's source if it is alive. If you do not loose control after having seen kith blood, you become immune to this effect for the next hour. You gain the ability to control these urges if your Wisdom score is 18 or higher.

Beadorn Abyssiad

The Beadorn have ram--like features, albeit with elongated snouts and jagged teeth.

Monstrous Form. Once per day, you may use a bonus action to enlarge yourself as if under the effects of an Enlarge/Reduce spell. At 5th level, your attacks do an extra 1d6 damage instead of an extra 1d4. At 11th level, this increases to 1d8. While in your monstrous form, your speed increases by 10 feet and you have either sharp antlers or ram-like horns. If you move in a straight line at least 20 feet towards a creature in a single turn and end that movement within melee range, you may make a gore attack, which uses your Strength modifier. If it hits, this does piercing or bludgeoning damage (depending on the shape of your horns, which you must decide when making your character and which cannot be changed) equal to 1d12 plus your Strength modifier. This damage does not receive the extra 1d4, 1d6, or 1d8 given to you by your monstrous form. You may maintain your monstrous form for up to 30 seconds.

Mauldish Abyssiad

The Mauldish look like normal humans, save for their four, pupil-less eyes and arms that each transform into a pair of tentacles just after the elbow.

Unhinged. You are resistant to psychic damage.

Suffusive Madness. Once per day, you may force up to three creatures within 10 feet of you to make Wisdom saving throws (DC = 8 + proficiency bonus + the absolute value of your Intelligence modifier). Each creature which fails the saving throw takes psychic damage equal to 1d10 + your proficiency bonus and suffers a form of temporary madness of your choosing, which lasts for one hour.

A Note on Heilomar's Races

The races of Heilomar have been divided into two categories. These are the "Prota" and the "Defteros." According to Orthodox Autartists (see religions/ideologies), the Prota were directly created by the Autarch during the Founding Epoch (see history), while the Defteros were 'adopted' into her nation, having likely arisen from natural means or the will of dispassionate, alien gods who had abandoned their creations. During the Founding Epoch, the Prota existed on the continent of Vornmurr in a nation called Truvarni. During the First Vicissitude, the Autarch caused the Defteros to assimilate into Truvarni as she became the ruler of all of Heilomar.

The Prota include Ani, humans, high elves, sea elves, triton, Yuan--Ti, and eladrin, as well as these races' Luman and half--elf descendants. The Meerani are also considered Prota, as they were created directly by the Autarch during the Second Vicissitude.

The Defteros, meanwhile, include dwarfs, gnomes, halflings, orcs/half--orcs, leonins, satyrs, owlin, bugbears, centaurs, changelings, deep gnomes, duergar, fairies, firbolgs, goblins, harengon, hobgoblins, kenkus, kobolds, lizardfolk, minotaurs, shifters, tabaxi, tortles, loxodons, locathah, and grungs.

The following races are not native to Heilomar: non--Meerani dragonborn, tieflings, aarakocra, aasimar, genasi, gith, shadar--kai, warforged, or goliath.

A Note for the Players: (Unknown to Heilomarians, the Defteros had colonized portions of Heilomar thousands of years before the Founding Epoch, having come from the Sunderealms proper to the sparsely populated and neglected continents that would later become portions of Heilomar. The Autarch created her own continent of Vornmurr at the beginning of the Founding Epoch, shielding it from the Sovereigns' already limited divination. During the First Vicissitude, she began to conquer the continents that surrounded Vornmurr, cutting them off from the Sovereigns and incorporating them into a single Heilomar. The Defteros's knowledge of the Sunderealms proper was lost to history and the destruction of conquest. The Sovereigns didn't take notice, being focused on the continents upon which they spawned their creations, entirely unaware that some of these creations had journeyed elsewhere and were no longer connected to their creators. The other continents were simply naturally--formed residue left from the creation of the Material Plane, and were thus of little concern to the Sovereigns. Heilomar was left to develop without the guidance or oppression of the Sovereigns, who would only become aware of it much later. Such are the drawbacks of the Sovereigns' willingness to create the Celestial Ward, and thereby severely limit their divination.)

Subclasses and Spells

Neuralgia Wizard

Developed by a Maestro of the Vothalis Sodality, Neuralgia is a system of arcane equations based off of Mind Flayer psionics. Neuralgia wizards use this system of arcana to alter the actual physiology of brains in a more robust manner than enchantment or illusion magic does, modifying neural pathways to actively harm or manipulate targets or improve mental resilience.

Psychic Resilience

2nd - level Neuralgia Magic feature

Your command over neurophysiology makes your brain and focus more resilient. When you choose this subclass at 2nd level, you become resistant to psychic damage. Further, if you fail a concentration check, you can choose to succeed instead. You can do this once per long rest. At 10th level, you can do this twice per long rest.

Neural Contingency

2nd - level Neuralgia Magic feature

Arcane energy running along your neural pathways defends you against mental tampering. If you don't already, you have advantage on saves against being charmed. Further, if a creature attempts to magically charm you, or casts Detect Thoughts or Modify Memory on you, the creature takes psychic damage equal to 1d8 multiplied by your Wizard level. Each round you are magically charmed by a creature, it must make an Intelligence save against your spell save DC or take another 1d8 psychic damage. This latter damage increases to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level.

Potent Manipulation

6th - level Neuralgia Magic feature

Your influence over the nervous system allows you to magnify emotion. Whenever a creature is charmed or frightened, you may use a bonus action to bolster the effects of the condition. A frightened creature must make a Wisdom saving throw against your spell save DC or become stunned. A charmed creature must also make a Wisdom saving throw against your spell save DC. If it fails, it may take damage equal to or less than your Wizard level each round without the charm effect ending. In either case, the creature may repeat the saving throw at the end of each of its turns.

You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Horrid Psionics

10th - level Neuralgia Magic feature

Whenever you cast a Neuralgia spell that does damage, you can use a bonus action to expend another spell slot of the level at which the spell was cast. If this is done, the Neuralgia spell does three times as much damage. This effect extends throughout the duration of the spell. Whenever you use this feature, you suffer one level of exhaustion.

Neural Creativity

14th - level Neuralgia Magic feature

Your knowledge of the brain allows you to penetrate its defenses in creative ways. When you gain this feature, choose two ability scores corresponding to areas of the brain you'll have expertise in, such as Strength and Wisdom. Whenever you cast a Neuralgia, Illusion, or Enchantment spell, or another spell which affects a creature's mind (as allowed by the DM), which forces a creature to make a save, you can change the save to one of these two ability scores.

You may use this feature a number of times equal to half your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Dragon Cleric

Dragon clerics draw power from the planar manifestations of ethical principles enshrined by Autartism. Abilities are 'flavored' differently for Lorithian, Orthodox, and heretical clerics. Consult Jon for details.

Spells

Basal Lesions

6th-level Neuralgia


  • Casting Time: 1 action
  • Range: touch, one target w/ brain
  • Components: V, S, M (a piece of a kith basal forebrain)
  • Duration: Instantaneous

The target must make an Intelligence saving throw. On a failure, tares open up in the target's basal forebrain, causing terminal sleeplessness. The target suffers 10d8 psychic damage and cannot sleep, fall unconscious, or gain the benefits of a long or short rest. After two days, the target will begin to suffer one level of exhaustion for each day it does not sleep. After five days, it will also suffer a form of permanent madness. The spell can be stopped by a Wish spell or a Greater Restoration spell of 7th level or higher. The permanent madness can only be ended by a Wish spell or a Greater Restoration spell cast at 9th level.

Excruciate

10th-level Neuralgia


  • Casting Time: --
  • Range: --
  • Components: --
  • Duration: --

Except in the case of High Archmages (i.e. Wizards over 20th level), this spell can only be cast with special equipment. Further, this spell is known only to Vothalis Perils and the Maestro who leads them. Its particulars may be revealed as deemed appropriate.

Forced Expression

Neuralgia cantrip


  • Casting Time: 1 action
  • Range: 120 feet, 1 target w/ nervous system and face
  • Components: V, S
  • Duration: 10 minutes (concentration)

The target must make an Intelligence saving throw. On a failure, you control the target's facial expressions for the duration. By manipulating their facial nerves, you can also prevent them from physically feeling like anything is wrong.

Immobilizing Surge

3rd-level Neuralgia


  • Casting Time: 1 action
  • Range: self, area of effect
  • Components: V, S
  • Duration: Instantaneous

You release a burst of psychic energy. Each creature (with a nervous system) within 30 feet of you must make an Intelligence saving throw. On a failure, a creature takes 6d6 psychic damage and, as its muscles involuntarily tense, cannot move before the end of its next turn. Creatures immune to psychic damage automatically succeed the save.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell deals an additional 1d6 psychic damage.

Induce Spasm

1st-level Neuralgia


  • Casting Time: 1 reaction
  • Range: 30 feet, 1 target w/ nervous system
  • Components: V, S
  • Duration: Instantaneous

You may cast this spell as a creature makes a melee attack. The target must make an Intelligence saving throw. On a failure, the target takes 3d8 psychic damage and attacks a randomly determined creature within melee range. The target may even attack itself, if the nature of the melee attack permits and if it is randomly selected as another creature would be.

Neural Fire

1st-level Neuralgia


  • Casting Time: 1 action
  • Range: 30 feet, 1 target w/ nervous system
  • Components: V, S
  • Duration: Instantaneous

Make a spell attack roll as you hurl a stream of psychic energy at a target within range. On a hit, the target's nervous system is shocked by a brief explosion of arcane energy, dealing 3d8 psychic damage. As its muscles tense up, the target also falls prone.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d8 psychic damage for each slot level above 2nd.

Puppeteering Incisions

9th-level Neuralgia


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (part of a kith spinal column)
  • Duration: 1 minute (concentration)

You cause four of your spinous processes (the spiky bits of your vertebrae) to erupt from your back, each attached to a tendril of psychic energy. Each spike--tipped tendril has a range of 60 feet and acts when the spell is cast and, thereafter, at the beginning of each of your turns until concentration ends. If you attack a creature with a tendril, make a spell attack role. On a hit, the tendril pierces the creature's spine or brain, or another aspect of its nervous system. For the duration, the creature is under your control and acts when its corresponding tendril does. The creature does whatever you make it, including causing harm to itself. If you don't make the creature do anything, you can instead have the tendril deliver 4d8 psychic damage to the creature.

Resilience Leech

5th-level Neuralgia


  • Casting Time: 1 action
  • Range: 30 feet, area of effect
  • Components: V, S
  • Duration: 1 minute (concentration)

You can inhibit the neural pathways corresponding to certain activities. For the duration, each creature which starts its turn within 30 feet of you must make an Intelligence saving throw. On a success, the creature becomes immune to the effects of this spell for the next 24 hours. Creatures without nervous systems automatically succeed. On a failure, the creature receives a -8 penalty to certain ability checks and saving throws when within 30 feet of you and a -12 penalty while in contact with you. The penalties apply to the ability checks and saving throws corresponding to an ability score of your choice. If you possess the Neural Creativity feature, you can instead affect ability checks and saving throws corresponding to both ability scores chosen as part of your feature. You can designate certain creatures that are not affected by this spell for the duration, and can change these designations as a free action.

Sensory Overload

5th-level Neuralgia


  • Casting Time: 1 action
  • Range: 30 feet, one target w/ brain
  • Components: V, S, M (a kith eye and ear)
  • Duration: 30 seconds

The target must make an Intelligence saving throw. On a failure, the neural pathways connected to the target's sensory faculties become hyperexcited. If the target opens their eyes in bright light, they are blinded and take 3d10 psychic damage at the start of each of their turns. If they close their eyes, the damage decreases to 2d10. The creature is also deafened and, unless in a silent environment, takes 2d10 psychic damage at the start of each of its turns. If in an especially loud environment, such as an industrial center, the damage from sound doubles. This threshold is not reached simply by creatures yelling, except in extreme cases where a creature's yell would be earth--shaking.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Alternatively, you can increase the damage of either sight or hearing by 1d10.

Sever Hemispheres

4th-level Neuralgia


  • Casting Time: 1 action
  • Range: 40 feet, one target w/ brain
  • Components: V, S, M (a piece of kith brainmatter)
  • Duration: 1 minute (concentration)

The target must make an Intelligence saving throw. On a failure, the hemispheres of the target's brain are temporarily blocked from eachother by arcane energy. For the duration, the target cannot use two-handed weapons and cannot perform activities that require coordination from both sides of the body, including walking normally. The target's speed is reduced to half. Further, the target cannot speak about anything located in its left visual field. If the target has competing motivations about a particular activity it was attempting to perform, such as reservations about attacking another creature, then one randomly determined half of the target's body will act against the other half's attempt to perform the activity. For the duration, the DM will control the half of the body acting against the activity. Both halves act on the same initiative but get separate actions that they perform simultaneously.

Thalamus Stimulation

Neuralgia cantrip


  • Casting Time: 1 action
  • Range: 10 feet, one target w/ brain
  • Components: V, S, M (a chunk of kith thalamus)
  • Duration: Instantaneous

You produce a rapid series of high frequency stimulations to the target's thalamus. If asleep, the creature is instantly jolted awake. If unconscious due to the effects of substance or physical injury, the creature is instantly jolted awake for 1d4 rounds. This latter effect applies even if the creature is unconscious due to being at 0 hit points. However, this spell does not stabilize such a creature, nor does it give it the ability to move, take actions, or take bonus actions. Rather, it confers consciousness and the ability to speak.

Virulent Attraction / Repulsion

1st-level Neuralgia


  • Casting Time: 1 action
  • Range: touch, 1 target w/ brain
  • Components: V, S
  • Duration: 1 hour

The target must make an Intelligence saving throw. On a failure, the target becomes extremely attracted to or immensely repulsed by another creature you can see. The DM or, in the case of a Player Character, the Player determines how the target acts in light of this.

Warped Stimulation

2nd-level Neuralgia


  • Casting Time: 1 reaction
  • Range: 30 feet, 1 target w/ brain
  • Components: V, S, M (a bundle of kith nerves stained with pitch)
  • Duration: 1 minute (concentration)

You may cast this spell as a creature is healed via an external force, such as a spell or healing potion. This does not work against targets that automatically heal in virtue of their own properties. The target must make an Intelligence saving throw. No effect occurs if the target succeeds. If the target fails, they take psychic damage equal to the number of hit points regained due to the healing. For the duration, you alter the target's nervous system such that it causes extreme pain when contacted by a healing effect. Each time the target is healed while the spell is in effect, it takes psychic damage equal to the number of hit points healed.

At Higher Levels: If this spell is cast using a 4th level spell slot or higher, the target, for the duration, instead takes psychic damage equal to twice the healing.

Resurrection Mechanics

Resurrection has always been rather difficult to achieve, requiring substantial power and resources. But now, it has become even more difficult. Due to the resilient nature of the 'Kosmos', or the thing which spawned the Primordials, attempts to retract souls from the natural order of passing is difficult without an equivalent power in Sovereignty to counteract it. Once a soul begins to fall within the channels of the Kosmos, it's hard to bring it back. The spells Resurrection and True Resurrection only have a 25% chance of success. If one such spell fails, neither it nor its counterpart can be used again on the same soul. Revivify only has a 45% chance of success. If the spell fails, another Revivify cannot be used on the same soul, nor can Resurrection or True Resurrection be used on the soul.

In Heilomar, this isn't too much of a change. The power of the Sovereigns was only used by the Fierfards when they had the Sovereigns' Blessing (see history), and by the Autartists during the height of the Autarch's power in the Founding Epoch and both Vicissitudes (see history). For all other Heilomarians, resurrection has always been very difficult.

PART 2

Heilomar Lore

History

The history of Heilomar is complex, bloodstained, and controversial. Historians in the country of Ani'Mus began the practice of recording Heilomar's history in epochs, with the beginning of each new epoch indicative of a transformational event. Up to present day, these are the Founding Epoch (roughly 800 years), the First Vicissitude (roughly 253 years), the Descension Epoch (roughly 1288 years), the Ascension Epoch (483 years), the Second Vicissitude (82 years), the Rupturian Epoch (450 years), and the Lorithian Epoch (63 years, up to present day).

The Founding Epoch

This is the most controversial and mysterious epoch in Heilomar's history. Some believe a divine being of draconic nature, known as the Autarch, used her power to form "the Prota." She's also said to have created guardians, called Ani, to watch over her people, enforcing her benevolent will to maintain order. Others believe the Prota, including the Ani, already existed, and that the Autarch allied with the Ani to conquer and oppress the peoples of Heilomar.

Either way, the Autarch's nation was called Truvarni (translates to "True Nation"). For roughly 800 years, according to the best available records (which were themselves written far later, during the Descension Epoch), the nation of Truvarni lived relatively peacefully, likely upon the continent of Vornmurr (the modern day location of Rivenar). No evidence of war or extensive conflict during this Epoch exists.

The First Vicissitude

Records indicate that, roughly 800 years after the formation of Truvarni, the Autarch had a sudden and dramatic change in disposition. She began to rule with an iron fist, responding to any degree of dissent with demonstrations of power----including, some historians argue, massacres of anyone who questioned her authority. She turned her eyes to other, nearby continents, upon which other peoples (including tabaxi, owlin, minotaurs, saytrs, and others) lived. She mobilized her Ani and conquered (or liberated, depending on who you ask) these peoples.

Revolutionary groups, composed mainly of humans, arose at this time. Some believe these groups were rebelling against oppression, standing up for the principles the Autarch used to enshrine, while others think they were attempting to overthrow the Autarch for personal gain. The most prominent of these separatist groups called themselves the Goiganans (translates to "the Unbent Ones"). But as skirmishes began to escalate into war, the Autarch disappeared. According to some accounts, she destroyed herself (though historians have found no evidence of any possible motive). According to others, she fled. According to others, she was somehow imprisoned by the Goiganans.

The Descension Epoch

Directly after the disappearance of the Autarch, Goigana and Truvarni fell into war, the former attempting to form their own nation while the latter saw it as sacrelige to deny the will of the Autarch. Eventually, the Goigana won and expelled the Truvarni from their own lands, forcing them to flee Vornmurr (their home continent) and create a new civilization on the Islands of Kathla.

While the Truvarni maintained a theocracy and looked for the eventual return of the Autarch, the Goiganans, who established a militocracy headed by revolutionary leaders, eventually split into separate sects. Most all the Goigana hated the Autarch, but a number still respected the customs, political institutions, and general philosophies of the Truvarni. These were the Lorithians. Others, the Rupturians, were devoted to eradicating the customs of the Truvarni, going so far as to create a whole new calendar. Over the course of a century, these cultural differences caused a stark divide in Goigana, eventually leading to civil war. After 13 years, a peace was reached which allowed the Lorithians to form a separate society in Northern Vornmurr.

After a time, cultural similarities and accumulating trade led Lorithia, a theocracy dedicated to the principles originally advanced by the Autarch but not to the Autarch herself, to ally itself with Truvarni. Seeing this increasing political alliance as a threat to its own security, Goigana eventually invaded Lorithia and established a puppet government there. This was known as the Lorithian War.

Refugees from Lorithia fled to Truvarni. Because Truvarni mandated Orthodox Autarism (the worship of the Autarch and strict adherence to the principles she advanced during the First Vicissitude), many of the Lorithians (who believed in Lorithian Autarism, which observed the principles advanced by the Autarch during the Founding Epoch but not the Second Vicissitude) decided to peacefully emigrate as colonists and form a new Lorithia. The actual country of Lorithia, meanwhile, became little more than an impoverished buffer between Truvarni and Goigana.

The Lorithian colonists eventually landed upon the continent of Inousis, reviving their lost Lorithia and renaming it Ani'Mus (which translates roughly to 'the Ani's Musings,' in reference to the few Ani who refused to follow the Autarch during the First Vicissitude, turning to their own musings and notion of what is right in rebellion against an apparently oppressive ruler).

Meanwhile, tensions continued to rise between Goigana and Truvarni, the latter seing the invasion of Lorithia as an indirect attack on the international mobility of Truvarni. Trade between Lorithia and Truvarni was outlawed by Goigana, which harmed the Truvarni economy. After several decades, these tensions erupted into war when Truvarni sent a military force to bolster a Lorithian revolutionary group called the Austarid. The resulting war, known among the Goigana as the Frost War, continued on and off for nearly 100 years. It resulted in territory changes, political upheaval, and extensive misery on both sides.

It came to an end when Goigana instituted a policy that would allow the descendants of refugees from the Lorithian war to practice Lorithian Autarism in a separate community under Goiganan protection. In response, the zealous Truvarni government declared that any Lorithian refugee who fled to Goigana was a traitor and a heretic. This turned the Lorithian refugees against the Truvarni government, causing rebellion that made Truvarni unstable enough for Goigana to invade and topple the government. Rather than keep their promise, the Goigana formally acquired Truvarni and outlawed all form of Autarism, subjecting both the Truvarni and the Lorithian refugees to secular militocracy and totalitarianism. The night during which all this occurred was known as the Moonless Night.

During this time, Ani'Mus continued to grow. It came into conflict with some of the local peoples of Inousis, such as the scorpion--like Tlincallis, though in each case managed to defeat its enemies or find peaceful resolutions to conflict.

For three hundred years, this was largely the state of the world. The Goiganans held complete sway over Vornmurr and most of the Islands of Kathla, supressing rebellions from Lorithian and Truvarni freedom fighters alike, while Ani'Mus developed its own sphere of trade with the peoples of Inousis. These peoples included the arachnid Tlincallis of Eastern Inousis, various city-states along Western Inousis composed of Truvarni refugees, specifically Ani, who fled after the Frost War, and various small, nomadic civilizations.

The people of Ani'Mus had many of the same cultural customs and political institutions as Lorithia before its fall to Goigana during the Lorithian War. They upheld principles of religious freedom, allowing immigrants from the Ani city-states to practice Orthodox Autarism (see section on religions and ideologies). That said, most people in Ani'Mus were Lorithian Autarists (see section on religions and ideologies).

In 748 Didar, Ani'Mus entered into a lengthy conflict with the Tlincallis over territorial disputes. Ani'Mus was expanding and Ani'Mussi within its trade outposts entered into conflict with Tlincallis hunters, which eventually snowballed into national conflict. The war ended in a Tlincallis victory, requiring Ani'Mus to sign a treaty specifying that it would no longer infringe on Tlincallis territory, but would restrict itself to the Vale of Ani'Mus, also called the Divagate.

By 830 Didar, Orthodox and Lorithian Autarist movements were becoming increasingly prominent in Northern Goigana. Further, some magical phenomenon in the swamps of Southern Vornmurr was causing a significant rise in monstrous creatures. This was later discovered to be the result of some strange rift in reality that allowed horrid, demonic creatures to pass into the physical world. The Goiganan military engaged in a long and costly endeavor to close the rift, giving Autarist revolutionaries in the North an opportunity to strike. The Second Goiganan Civil War erupted, ending six years later when the Goigana government agreed to allow Autarists to practice their religion under strict supervision.

Autarists and Autartist sympathizers within Goigana, known as the Tears, began pushing for greater religious freedom. In 915 Didar, the Tears' growing popular support led the Goigana government to lessen its restrictions on religious exercise. The Tears' popularity and a more sympathetic government eventually led to the complete removal of religious restrictions in Goigana, which occured in 1007 Didar.

Not long before this, Goigana came into contact with a new nation of ethnic Truvarni in Northern Kathla: a nation of people who had fled Truvarni after the Moonless Night. This nation was known as Bithdarav. This discovery was part of what motivated the Goiganan government to lift restrictions: the prospect of war with Bithdarav wasn't ideal and could incite violent rebellion from Autarists in Goigana. To avoid this, Goigana began lifting religious restrictions within its borders (as mentioned above) and entered into treaties with Bithdarav.

In 1067 Didar, Goigana came into contact with merchant vessels from the Ani city-states of Western Inousis. This precipitated further encounters, and even trade, with the city states and with Ani'Mus.

In 1114 Didar, Rupturian movements (see section on religions and ideologies) began to become more widespread in Goigana. Sentiments arose that Goigana was being too tolerant of Autartism. Autartist radicals didn't help the issue, as they pushed for the ability to form their own communities where Autartism could be enforced by law. Skirmishes erupted and, in 1130 Didar, a massacre of Rupturians by Orthodox Autartist zealots sparked widespread violence against Autartists.

This public outrage led the Goigana government to, in 1135 Didar, re-implement restrictions on Orthodox Autartism and, later, Lorithian Autartism. Autartists plead for help from Bithdarav, the Ani city-states, and Ani'Mus. Bithdarav answered the call by invading Goigana in 1142 Didar while Ani'Mus and the Ani city-states supported them with coin and mercenaries. Goigana began to win the Autartist Crusade, as it was later called, but lost when Ani'Mus and the Ani city-states entered the war in 1148 Didar. Goigana was forced to relinquish control of the Islands of Kathla to Bithdarav and allow Autarist and Autarist-supporters safe passage to Bithdarav and Inousis.

The influx of immigrants to Ani'Mus, and the rapidly growing population of Ani'Mus, led to infringement on Tlincallis territory. War between Ani'Mus and Tlincallis thus broke out in 1163 Didar. The Tlincallis had previously made treaties with the Duegar (i.e. 'dark dwarf') Clans of the East Scant (a prominent mountain range in Inousis), leading to Duegar to enter the war. In 1164 Didar, the Ani city-states joined the war in defense of Ani'Mus, driving both the Tlincallis and the Duegar back. A group of Ani'Mus nationalists then massacred most of the Duegar in the East Scant.

However, in 1209 Didar, a mysterious group of mages of unknown origin called the Kalad, led by a man named Natholous, allied themselves with Tlincallis. Natholous and his compatriots showed the Tlincallis powerful magics they could use against Ani'Mus. Mobilizing an army of Tlincallis and a force of conjured fiends, Natholous and the Kalad attacked Ani'Mus. They achieved swift victory and established a new regime of magocracy in Ani'Mus, allied with Tlincallis. Thus, the Kalad Era of Ani'Mus began.

In 1288 Didar, the Kalad became an international organization. Closely allied with Ani'Mus but technically separate, it sent representatives to the Ani city-states, to Bithdarav, and to Goigana. Thus ended the Descension Epoch.

The Ascension Epoch

This epoch was characterized by arcane and magical advancement, precipitated mainly by the Kalad.

From 0 to 73 Adar, the Kalad expanded from Ani'Mus. Natholous and several other Kalad mages ruled Ani'Mus in an arcane oligarchy, using their fiendish armadas to maintain rule despite their extreme lack of popularity. During this time, representatives of the Kalad entered into alliances with Goigana. They cultivated influence in the Ani City-States and elsewhere, though political resistance prevented them from accumulating much power outside Goigana, Ani'Mus, and Tlincallis. They fostered their influence by agreeing to support governments with magical knowledge and arcane infrastructure. However, the Kalad didn't share much beyond basic arcane knowledge, keeping more dangerous secrets largely to itself.

By 102 Adar, Goigana and Ani'Mus had access to arcane weaponry, airships, and infrastructure. During this time, a schism began to form in the Kalad between mages who wanted to foster further arcane advancement and mages who thought that would only cause violence and instability.

Meanwhile, groups of fiend--mortal hybrids, descended from fiends that existed during the incursions in southern Goigana during the last epoch, had organized into communities that gradually developed into small states. In 104 Adar, they gained political recognition from Goigana when they organized into the Randanab Consortium. A society of tabaxi, likely expelled from Truvarni sometime before the Lorithian War, became more prominent and gained international recognition in 109 Adar, becoming the Courmund Hegemony (or simply 'Courmund').

Similar events unfolded for the owlin of Fierfar (112 Adar), the beastfolk of Tourgash Isle (119 Adar), and the orc tribes of Northern Kathla (125 Adar). This recognition occured largely at the behest of the Kalad and merchants from Goigana and Ani'Mus, who saw more international cooperation and less isolationism as economically beneficial. The Kalad also had its own interests in consolidating international influence.

Increasing Kalad influence prompted an ethnic break in Orthodox Autartism. Ethnic Truvarni Bithdarav, in response to increasing international cooperation with Goigana and the promptings of Kalad agents, incorporated a greater appreciation for the arcane and for Goigana customs into their religion.

Meanwhile, the Ani and (by this point) Luman (people descended from the intermingling of Ani and humans) of Western Inousis, which was by now referred to as the Luman Crescent, viewed the Kalad as an afront on Autartism: as an order attempting to take the place of the Autarch and mimic her power through the arcane.

This caused two schools of Orthodox Autartism to develop: Bithdaravian Autartism and Inousian Autartism (see religions/ideologies). However, political divisions were also developing within the Ani City-States of the Luman Crescent. The Luman began to be stigmatized by certain groups of Ani, who saw the Luman as lesser beings tainted by the blood of rebellious humans. This fostered racial tension between the Ani and the Luman, barely held together only by their mutual hatred for the Kalad, for Goigana, and for Bithdarav.

However, this racial tension culminated in 147 Adar, when a large body of Ani paraded across the Luman Crescent, wearing ceremonial armor representative of their role as the Autarch's soldiers, and killed numerous Lumans. This event was known as the Parade of Blood. It was so severe that it prompted outrage among the Goiganan public, who saw it as another instance of Autartist zeal gone terribly wrong. Goigana sent a fleet of airships to the Luman Crescent, captured each of the Ani City-States, and instated a government sympathetic to the Lumans in an event known as the Saving Shadow.

For a time, this largely repaired relationships between the Luman (and Ani sympathetic to the Luman) and Goigana, though the Lumans remained averse to the Kalad. Meanwhile, Natholous was struggling to maintain control of Ani'Mus. For over two-hundred years, Natholous had maintained power via conjured armies of fiends. However, his life began to wane and, once it ended, the contracts he had made with fiends outside the Material Plane would end. As he became more reclusive, the people of Ani'Mus were galvanized to push back against the fiendish oppressors. The Kalad tried to exert more control on Ani'Mus, but was repelled by Natholous, who refused to acknowledge his lessening mental state. Further, sentiments in the Luman Crescent and in Goigana that international aid should be given to revolutionaries in Ani'Mus began to grow. The grip of the Kalad on Goigana was challenged by a number of prominent noble families who rode the wave of popular support for the Saving Shadow and "liberating the people of Inousis" to elevate their own political status. The international influence of the Kalad was quickly wanning.

In 178 Adar, the Luman Crescent sent military forces to support revolutionaries in Ani'Mus. In 179 Adar, Goigana did the same. War broke out. The Kalad, its connections to Natholous widely known among political leaders, decided to turn against their founder in order to preserve their reputation, sending an elite team of mages to assasinate Natholous. In 181 Adar, they succeeded and the fiendish armadas of Natholous disbanded. However, the Kalad leadership was still very unpopular due to its previous connections with Natholous. To distance themselves from the Kalad as a whole, the mage assassins who killed Natholous renamed themselves the Vothalis (i.e. "Voice of Reason") Sodality and, alongside younger students of the Kalad, killed the high-ranking members of the Kalad. The Sodality were hailed as heros. By the will of the Ani'Mussi people, a republic was established in Ani'Mus.

Following this Fiend War and the Vothalis Uprising, the Vothalis Sodality took the place of the Kalad internationally. To retain its newfound popularity, it (at least outwardly) adopted a strict policy of religious and nationalistic neutrality. It was friendly with the Autartists and Rupturians alike, and with with the nations of Hornjall (another continent where Courmund and Fierfar were located) and their unique ideologies. This allowed the Vothalis Sodality entrance into the Luman Crescent, Goigana, Ani'Mus, Courmund, and Fierfar. The Vothalis maintained relative peace in Heilomar. Trade disputes, religious tensions, and skirmishes were common, but no full-scale wars broke out between prominent nations.

However, internal conflict did arise in Goigana. The long-standing militocracy was challenged by the Goigana noble families who had gained prominence through trade, connection to government officials, and financial support for anti-zealot efforts against Orthodox Autartist radicals. These noble families, known as the Coteries of Goigana, led a coup against the military leaders of Goigana. At that time, Rupturian forces had managed to infiltrate the militocracy and begin pushing very unpopular measures against Autartism. These measures included shutting down Autartist churches and frequently trying innocents for religious radicalism. Further, the militocracy had cut economic ties with the Randanab Consortium, which saw the southern nation as an afront on Goigana given its connection to the fiendish denizens of the Outer Planes (despite the fact that Randanab has far more in common, culturally, with Goigana than with the fiends of the Outer Planes). These discriminatory polices were very unpopular and, in 231 Adar, led to the Coterie Coup of Goigana as the nobles families overthrow the militocracy. An oligarchy was established, composed of the heads of the Coteries.

With the growing prominence of the nations of Hornjall, their disagreements and wars started to be felt on an international scale. For instance, the Orcs of Northern Kathla used to be nomadic hunters who believed that non-orcs were cursed by the Great Olada----a legendary figure who is thought to have been a skilled orcish warrior and druid who lived sometime during the First Vicissitude, organizing a secret community of orcs in isolation from the Autarch.

This belief system led the orcs to target and kill other peoples, creating a recurring problem in the Islands of Kathla and Western Hornjall since early in the Descention Epoch. (At one point during that Epoch, the Orcs, alongside the Tabaxi and Owlin, were enslaved by the Truvarni. However, they were set free by the Goigana at the end of the Frost War.)

In 283 Adar, Bithdarav was ransacked by a massive army of Orcs, who saw it as their right to destroy the descendants of their people's former slavers. Seeing the Orcs as a mindless band of ravagers, and supported by remnants of the Bithdaravian government, Courmund and Goigana mustered military forces and sent them to destroy the Orcs in Northern Kathla. Thus began the Orc Wars of Kathla. Initially, Goigana, which hadn't had much previous experience with the Orcs, saw the threat as small. Their minimal military forces were wiped out after a few months as the Orcs carved through the Islands of Kathla and took most Goigana territory there.

Courmund and Goigana retaliated with full force, eventually driving the Orcs back to their northern homeland. However, Cormund and Goigana ran into a territorial problem, each having captured a sizeable portion of the Islands of Kathla. Further, Goigana now had an influx of Orthodox Autartist refugees from Bithdarav, prompting further anti--Autartist sentiments in its northern provinces as cultural clashes became more widespread.

In 297 Adar, Goigana and Courmund entered into negotiations over the new territory. These hit a snag when Courmund refused to give up a residuum mining site in Southern Kathla that it had captured, which used to belong to Goigana. This precipitated war between Courmund and Goigana. Courmund called on Fierfar, its ally, to enter the war. Seeing lots of trade potential in Courmund gaining an influx of residuum, which Goigana and Ani'Mus generally controlled, Fierfar accepted. Eventaully, Goigana lost the Residuum War and was forced to give up its territory in Kathla. In return for its aid, Fierfar was given substantial discounts on Courmundish residuum. This allowed Courmund and Fierfar to advance technologically, largely catching up to Goigana and Ani'Mus in terms of arcane knowledge (though still behind in size and economic power). This prompted greater Vothalis Sodality interest in both countries.

Meanwhile, cultural tensions in Northern Goigana, rising technology prices, and a lost war created fodder for another Rupturian (anti--Autartist) movement. In 313 Adar, Rupturian radicals seized control of several military bases in Northern Goigana. At roughly the same time, the Randanab Consortium entered into a residuum trade agreement with Courmund, opting for their lower prices and relative economic stability. Seeing their wealth diminishing, the Coteries of Goigana set up a blockade around Randanab's ports, prompting war. The Rupturians used this as an opportunity to mobilize and lay siege to prominent cities in Northern Goigana.

The Vothalis Sodality, which was despised by the Rupturians for aiding Autartist nations, saw this state of affairs as a threat to its influence in Goigana. However, it didn't want to be seen taking sides, especially given that Cormund began supporting the Rupturian rebellions in Northern Goigana.

In this context, without the approval of the Sodality as a whole, a group of Vothalis Perils (mage assassins under the Vothalis Sodality) infiltrated Goigana and killed revolutionary leaders, sabotaged equipment, and disrupted Randanab military operations. This gave Goigana a military advantage, which it used to quell rebellion and begin to win the war against Randanab.

As this group of Vothalis Perils continued their operation, they were discovered by Randanab spies. This forced the Vothalis Sodality to openly condemn this group of Perils and excommunicate them from its ranks. This also placed pressure from Randanab, Courmund, and Fierfar on the Sodality to hunt down and kill the traitorous Perils. Eventually, the Vothalis Sodality accepted this task, giving rise to tensions between the Sodality and Goigana.

The war between Goigana and Randanab continued. Eventually, Cormund and Fierfar joined the war, prompting a renewed Rupturian movement in Northern Goigana.

During this same time, war broke out between Ani'Mus and Tlincallis: the culumination of roughly 200 years of increasing tensino following the Fiend War, givin Tlincallis's role in bringing about Natholous's reign. In 338 Adar, Ani'Mus captured the Tlincallis' capital city, giving their territory to a society of Shifters (semi--lycanthrope people) who had been subjugated under Tlincallis for hundreds of years. The nation of Shalyal was thus born.

Eventually, the Luman Crescent joined the Great Western War, as it came to be called, and sided with Goigana. This prevented Goigana from being eradicated. The Great Western War came to a close when, after loosing much territory to the Randanab Consortium and Rupturian Separatists, Goigana sued for peace. Its ties to the Vothalis Sodality were cut, it was forced to give up its residuum supply lines, and it had to recognize the sovereignty of the new Rupturian nation: Rivenar (the name being derived from the word 'Rive,' meaning to violently rip apart, in reference to the Rupturian Sepratists violent separation from Goigana, and the Separatists' commitment to violent separation, or rupture, from Autartism and other 'foreign ideologies'). This was all laid out in the Castigation of Gotlush, as the treaty came to be known. The Castigation was signed in 363 Adar.

A new world order developed around residuum markets. Courmund and Ani'Mus, and their respective allies, grew rich off of their residuum stores, while Goigana and nations not allied with Courmund or Ani'Mus were largely left behind. This order continued to develop for the next 125 years, arcane technology growing more advanced with it. Small wars broke out over trade disputes, though no major wars between large countries occurred during this time. Economic tension did continue to rise between Ani'Mus and Courmund, and cultural tensions arose between Rivenar and Ani'Mus / the Luman Crescent. All the while, Goigana remained angry at the countries that surrounded it, though was quickly defeated each time war broke out. The Vothalis Sodality continued to increase its influence, overseeing the residuum markets in both Courmund and Ani'Mus's spheres. Tensions brewed between the Sodality and residuum merchants, though the Sodality's resources, influence, and Perils kept the merchants in check and maintained good relations with political figures.

Then the Autarch returned.

The Second Vicissitude

The Autarch appeared in central Vornmurr, arising from the volcanic badlands of Runtouk. There, she used her powers to create the Meerani: feathered, winged Dragonborn that composed a massive army. Three years later, the Autarch and her Meerani had conquered Rivenar, Goigana, and the Randanab Consortium. Orthodox Autartists (worshipers of the Autarch) across Vornmurr joined her cause and fought alongside the Meerani.

Meanwhile, something strange began to occur in the country of Fierfar. An owlin ruler of Fierfar named Eranouv said began communicating with beings called 'the Sovereigns,' who the Fierfards would then collectively worship.

Eranouv said that, though the Sovereigns refused to lend direct aid, as such would compromise a protective barrier over the Material Plane they had created, called the Celestial Ward, they gave the armies of Fierfar cleric and paladin abilities, strengthening their armies in a manner that could resist the Autarch's onslaught. Some think Eranouv was lying to gain power. But whatever the case, the armies of Fierfar did gain incredibly cleric and paladin abilities, such that they could rival the Autarch's armies.

The next year, Ani'Mus, Shalyal, Courmund, the Orcs of Kathla, and various smaller nations across Heilomar banded together against the Autarch. The Luman Crescent, being an Orthodox Autartist state, joined the Autarch and went to war with Ani'Mus. As the Luman and the Ani'Mussi warred on Inousis, the Autarch and the Meerani turned towards Kathla and Hornjall. With the support of the clerics and paladins of Fierfar, as well as the mages of the Vothalis Sodality, the various nations of Kathla and Hornjall managed to hold out for two decades. But in 26 Edar, both Courmund and the Orcs of Northern Kathla fell. During this time, Ani'Mus began to prevail against the Luman Crescent, which desperately awaited the arrival of the Autarch on Inousis.

Though it put up fierce resistance, Fierfar fell to the Autarch in 32 Edar as Eranouv was killed. The Autarch and the Meerani then turned to Inousis, where Ani'Mus was in the final stages of its assaults on the Luman strongholds. The Ani'Mussi forces were quickly repelled. Ani'Mus fell to the Autarch in 35 Edar. Shalyal fell in 36 Edar. Smaller nations across Heilomar were subjugated over the course of the following decade as the Autarch established dominion over all of Heilomar.

Then, in 71 Edar, a group of necromancers called the Goridgal----formed originally by the Vothalis Perils who supported Goigana in the Great Western War----said they discovered through necromancy the existence of something called the Black Pyre: an eternal hell to which the Autarch was the sending souls of those she conquered, perhaps to feed off of them. Working with the underground remnants of the Vothalis Sodality, the Goridgal created an arcane object of powerful necromancy that would raise a massive army of undead instantaneously, potentially overthrowing the Autarch.

The undead armies of the Goridgal arose throughout Heilomar, composed of all the dead slain in the Autarch's brutal conquest.

Much to the lamentation of the Orthodox Autartists, the Autarch was slain in a final confrontation somewhere over the Valydias Meer and her reign ended, portions of her body strapped to the form of an undead abomination named Xixon: a creature which controlled the necromantic artifact created by the Goridgal. Many believe this creature was once a Goridgal mage, while others think it was created to operate the necromantic artifact but gained a will of its own.

The Rupturian Epoch

After the death of the Autarch, Xixon turned the undead against all Meerani and Orthodox Autartists, establishing a new global dominion called the Xeerza Regime. The Vothalis Sodality opposed this move, but was driven into hiding by the Goridgal. Xixon pushed propaganda that suggested that all the souls of those who died would be sent to the Black Pyre. This propaganda was treated with skepticism by the Fierfards and Lorithian Autartists, and fiercely resisted by Orthodox Autartists, seen by most non--Rupturians as a flagrant ploy by Xixon and the Goridgal to maintain global power.

The Xeerza Regime ruled over Heilomar for 320 years as an extremely anti--Autartist, undead--bolstered state. But then, in 321 Ridar, a Fiefard Owlin and descendant of Eranouv named Kiar inherited "the blessing of the Sovereigns," somehow returning the cleric and paladin abilities the Fierfards had when Eranouv was alive. Using its renewed abilities, which were very effective against undead, Fierfar rebelled against the Xeerza Regime and drove it from Hornjall and Kathla. Ani'Mus followed suite in rebellion. By 380 Ridar, the Xeerza Regime was driven back to Vornmurr. This was referred to as the Light Rebellion.

However, Kiar's capacity as a conduit for Sovereigns' blessing, or whatever power she was using, wanned. She spent so much power and energy enabling her people to gain immensely powerful cleric and paladin abilities that her own life began to fade. Recognizing that this could mean a resurgence in the Xeerza Regime, the Vothalis Sodality, which had survived the Xeerza Regime by staying in hiding, launched an operation to hunt down and kill the Goridgal mages, which they largely succeeded in doing. Seeing an opportunity, various vampiric families within what was once Rivenar, calling themselves the Coteries of Rivenar (modeled after the Goigana Coteries that existed centuries prior), rebelled against Xixon and the Goridgal in an attempt to replace the leaders of the Xeerza Regime for their dwindling ability to "protect the Rupturian values of ethnically Goiganan people." These Coteries had supported the Xeerza Regime, but now saw it as too weak to liberate souls from the Black Pyre. These rebels received the support of the Vothalis Sodality, as well as that of the governments of Courmund and Fierfar, given their opposition to Xixon. The rebels achieved victory in 450 Ridar with Kiar killing Xixon and ending the Rupturian Epoch. With this victory, the Coteries took control of what was once the Xeerza Regime, renaming it Rivenar (in reference to the Rupturian state called Rivenar that had existed during the Ascension Epoch).

The Lorithian Epoch

The Lorithian Epoch has been characterized by relative political and cultural tolerance. After the horror of the Xeerza Regime, radical Rupturian ideology is treated with disdain outside Rivenar (which, after the fall of Xeerza, assimilated with the Goiganans). Within Rivenar, Rupturian propaganda continues to hold that souls in Heilomar will pass unto the Black Pyre upon death. Whether this is true or not, it keeps the Rivenarsh populace dependent on the Coteries. Outside Rievnar, most either agree with the Fierfard and Orthodox Autartist rhetoric that the Black Pyre was a lie propagated by Xixon and the Goridgals, and now the Coteries, to maintain power. Whatever the case, many governments have become extremely weary of absolutist ideologies and religious zeal. Outside Fierfar, Rivenar, and the Luman Crescent, these ideologies are largely rejected, though usually tolerated, by political leaders. This aversion to zeal and this skepticism of Rupturianism, Fierfardism, and Orthodox Autartism has ushered in an epoch where Lorithian ideals are relatively widespread.

In 1 Lodar, Ani'Mus, the Luman Crescent, Fierfar, Courmund, Shalyal, Rivenar, the Randanab Consortium, and the Vothalis Sodality engaged in a series of negotiations to decide how to regulate magic, which had given rise to the extremely oppressive Xeerza Regime. These negotiations created an international, regulatory organization that would oversee the creation, certification, and transit of all magical items known by each of the countries. The international regulatory body became known as the Juirmid Commission. The Vothalis Sodality, which had (before the Xeerza Regime) previously held the Commission's role in a de facto sense, was not happy with this outcome. However, the Sodality was able to gain control of all residuum mining and transportation operations in Heilomar, allowing it to continue to have immense influence on the arcane market. Under the Juirmid Commission and the Vothalis Sodality, arcane technology began to advance once again, even exceeding the technology of the Ascension Epoch.

Meanwhile, after the fall of the Xeerza Regime, radical Rupturianists (called Xeerza Rupturianists) within Rivenar continued to advocate for expansion and "the liberation of the souls of the ignorant Autartists, deceptive Fierfards, spineless Lorithians, and all others." In 22 Lodar, these sentiments led the Coteries to declare war on the Luman Crescent, which was largely shunned by the international community due to its role in the Second Vicissitude and its high population of Meerani. The Luman Liberation, as it was referred to as by the Coteries, or the Crescent Rive, as it was called by the rest of the world, ended in 29 Lodar with the surrender of the Luman government. The Luman Crescent was reorganized into a Rivenar colony and the Coteries began a process of transforming the Luman populace into Dhampirs. It's widely believed that this process allows the Coteries to, on a whim, remove the will of the citizens and force them into servitude as the Coteries please (given the fact that those turned undead by the Coteries have a tendency to zealously support Rivenar when convinient for the Coteries). As this phenomenon became more apparent, the international community saw it as a threat to security.

Image depicts battle during the Crescent Rive.

In 32 Lodar, Ani'Mus and Shalyal declared war on Rivenar and drove its armies out of the Northern portions of the Luman Crescent, reaching a stalemate in the Crescent's center. When Fierfar expressed interest in joining the war in 41 Lodar, Rivenar sued for peace and stated that it had abandoned its expansionary ambitions in Inousis. Peace was settled later that year. The country of Lumo was established, with the help of Ani'Mus, in the Northern Crescent, essentially acting as the Luman government reinstated and composed of Ani'Mus supporters (reducing hostility between the Luman people and Ani'Mus), while the Southern Crescent remained a Rivenarsh colony, renamed the Vildal Province.

Then, in 42 Lodar, the Fierfards suddenly lost their cleric and paladin abilities, despite the fact that Kiar was (and is) still alive. This emboldened Rivenar, forcing the international community to seek alternative ways of keeping it at bay.

In response to the Crescent Rive and the subsequent War of Western Inousis, the Vothalis Sodality pushed for arcane buildup in Ani'Mus and for the removal of Rivenar from the Juirmid Commission. In 45 Lodar, this motion was approved by Ani'Mus, Lumo, Courmund, Shalyal, and Fierfar, Rivenar then being shunned from the arcane market in an attempt by other countries to impoverish it. In response to this hostility from the international community, Rivenar moved quickly in an attempt to capture the residuum mines in Courmund. The Vampiric Coteries stated that their intent was not to liberate the souls of Cormund's populace, but simply to preserve Rivenar's right to the arcane market. This sparked war between Rivenar and Courmund. Due to its swiftness, Rivenar was able to take control of Courmund's residuum mines. The rest of the international community, fearing military action without Fierfar's anti--undead power, did not help Courmund. Entering war for solely economic means wasn't popular in Ani'Mus or Lumo, which were both still recovering from war and which expected their trade agreements with other countries to hold. (Further, Ani'Mus had been locked in a residuum competition with Cormund since the beginning of the Lorithian Epoch, making it even less inclined to support Cormund.)

Fierfar, locked in an internal crises due to its loss of the Sovereign's blessing, simply turned from Courmund and to Ani'Mus for its residuum supply, currently too weak to enter war. Thus, Courmund was left alone and lost its residuum mines. In an unexpected move, the Randanab Consortium and (later, in 62 Lodar) Shalyal, the former having been dependent on Cormund for its arcane products and the latter having been largely left behind in arcane production, were persuaded into trade agreements with Rivenar. Further, in a more unexpected move, Courmund signed a trade agreement with Rivenar. Pressured by the rising prices of Ani'Mus products (with the agreements between Rivenar, Shalyal, and Randanab creating a separate arcane market that forced Ani'Mus to raise its prices on countries that refused to trade with Rivenar), a sense of isolation, and starvation occurring in Northern Kathla as a result of increasing Orc raids, Courmund's government made the unpopular decision of buying cheaper arcane products from the country that stole its most prominent source of income. This prompted movements in Courmund, stoked especially by a group called the Sonneteers, bent on sabotaging Rivenar shipments, which sparked controversy given the costs these acts incurred economic hardship on Courmund's populace. Many in Courmund and Lumo want war with Rivenar: Courmund to take back its residuum mines and Lumo to take back its southern territory (now called the Vildal Province). However, neither country is strong enough to fight Rivenar on its own. They'd need international support, which certain groups in Courmund and Lumo (e.g. the Sonneteers) are trying desperately to gain.

Image depicts a Fierfard city before the loss of the

Sovereigns' Blessing.

Timeline

Year Event
0 Nandar The Founding
0 Vidar The First Vicissitude
0-12 Didar The Rupture War
15-28 Didar First Goigana Civil War
29 Didar Formation of Lorithia
180 Didar Lorithian War
192 Didar Formation of Ani'Mus
211-309 Didar The Frost War
310 Didar The Moonless Night
748-759 Didar Tlincallis War
830-842 Didar Demon War of Vornmurr
840-846 Didar Second Goigana Civil War
846-1007 Didar The Goigana Alleviation
1004 Didar Goigana Bithdarav Contact
1007 Didar The Autartist Concession
1067 Didar Goigana Ani'Mus Contact
1130 Didar The Fornada Massacre
1135 Didar The Rupturian Edict
1142-1152 Didar The Autartist Crusade
1163-1165 Didar The Second Tlincallis War
1165 Didar The Massacre at East Scant
1209 Didar Kalad Tlincallis Alliance
1211 Didar Kalad Era of Ani'Mus Begins
Year (M.E.) Event
0-73 Adar Kalad Expansion
104 Adar Randanab Recognition
109 Adar Courmund Recognition
112 Adar Fierfar Recognition
119 Adar Tourgash Recognition
125 Adar North Kathla Recognition
127-140 Break in Orthodox Autartism
147 Adar Parade of Blood
147-150 Adar The Saving Shadow
178-181 Adar Fiend War
181 Adar Formation of Vothalis Sodality
190-220 Adar Rise of Rupturian Goigana
231 Adar Coterie Coup of Goigana
283 Adar Ransacking of Bithdarav
284-297 Orc Wars of Kathla
297 - 303 Adar Residuum War
313 Adar Rupturian Seizure of Goigana Bases
324-338 Adar Third Tlincallis War
338 Adar Formation of Shalyal
313 - 363 Adar The Great Western War
0 - 82 Edar The Second Vicissitude
Year (M.E.) Event
0 Ridar Formation of Xeerza Regime
321 Ridar Reawakening of Sovereigns' Blessing
321 - 423 Ridar The Light Rebellion
450 Ridar Formation of Rivenar
1 Lodar Juirmid Negotiations
4 Lodar Vothalis Sodality Gains Residuum Control
22-29 Lodar The Crescent Rive
32 - 41 Lodar War of Western Inousis
45 Lodar Removal of Rivenar from Juirmid Commission
45 Lodar Rivenar Randanab Agreement
53 Lodar Rivenar Cormund Agreement
62 Lodar Rivenar Shalyal Agreement

Religions and Ideologies

Heilomar, throughout its history and unto the present, has been home to a plethora of belief-systems, often represented in formal organizations. Some of the more historically-influential belief-systems and their tenets are detailed here.

Lorithian Autartism (Moral Ideology)

Kith know what is required to live a moral life. The Autarch showed us, but good exists independent of her word.

Commitment to the principles advanced by the Autarch and the Truvarni during the Founding Era, passed down through culture, literature, and oral tradition. Lorithian Autartists believe that morality is objective: a series of principles that exist independent of the kith mind and remain true regardless of whether people believe in them. They believe rational beings, upon contemplation, should apprehend this morality.

Lorithian Autartists believe such objective morality was enshrined by the ancient civilization of Truvarni during the Founding Epoch. But, being a fallible being, the Autarch abandoned this morality and became an oppressor with the onset of the First Vicissitude. In this sense, Lorithian Autartists don't worship the Autarch: they view her as a wise leader who eventually lost her way. The morality originally advanced by the Autarch is right: her change in word doesn't change that.

The Truvarni word for 'objective morality' is Yomsal. According to Lorithian Autartists, Yomsal entails the following, in order of importance.


1. Axiom of Consequence. That which fosters the greatest degree of good for the greatest number of people is morally good. In this sense, the ends may justify the means. The moral intuitions which justify this assertion, according to Lorithians, are universal. It is from this Axiom that all other Axioms of Yomsal derive.

2. Axiom of Life. The preservation of life is the greatest good that can be maintained, for the realization of all other good is contingent upon it. The preservation of life includes the promotion of health and happiness, though life itself is the most essential phenomena for this Axiom. Thus, the Axiom of Life entails a respect for kith 'rights,' which it views as prima facie moral considerations, or moral notions that should be respected unless they contradict a higher law. In this way, rights are useful rules of thumb that should be respected unless violating them is required to foster the greatest degree of good for the greatest number of people. Lorithian scholars have written a lot in attempts to show that this view of rights as mere rules of thumb, subservient to the utilitarian Axiom of Consequence, doesn't justify slavery or other obviously immoral actions.

Image depicts the Aureate Landings in Satidgrove,

the Capital of Ani'Mus.

3. Axiom of Belief. The preservation of choice in belief is good, insofar as it does not contradict the Axiom of Life or the Axiom of Consequence. After all, such choice is an essential component of a higher form of happiness: happiness beyond that granted by survival alone. This is why Lorithian Autartists are religiously tolerant.

4. Axiom of Preference. A higher form of happiness, still, entails the indulgence of sentiments like love and comradery. For one to truly be happy, these sentiments must be manifest in action. However, their manifestation entails discrimination: prioritizing one's family, friends, and neighbors over strangers. Normally, this would contradict the Axiom of Consequence, as it entails prioritizing some over others when, in reality, all are equal. However, when society is sufficiently stable and affluent, giving greater attention to family and friends doesn't contradict the Axiom of Consequence. In fact, it fulfills it.

For, true happiness requires the indulgence of sentiment. And if the stability of society generally fulfills the Axioms of Life and Belief for all, one can afford to increase their happiness by indulging sentiment. If everyone does this, then everyone's happiness is elevated to a higher degree, thus ensuring the greatest good for the greatest number of people. Thus, in cases where the survival and freedom of belief of individuals is ensured, it is acceptable for a moral agent to give priority to promoting the further welfare of their family and friends, for doing so promotes their own emotional welfare.


Because of the Axiom of Preference, Lorithian culture tends to exhibit strong familial and communal institutions. Close, personal relationships are highly valued, and service directed specifically towards loved ones is seen as an essential component of personal happiness.

In this sense, Lorithian Autartism is more a secular worldview than a worshiping religion. Objective morality exists, and it takes the indiscriminate welfare of sentient creatures as its core. The fulfillment of this core requires, in order of importance, life, freedom in belief, and the happiness granted by indulgence in loving sentiment.

Orthodox Autartism (Religion)

She gave us life. Her flowers sustain us. Her lunar light grants us truth. We serve her: her word is morality.

This belief system emphasizes a religious commitment to the Autarch herself. It conceives of the Autarch as an infallible being who, as the creator of the Prota and the liberator and protector of all peoples, must be adhered to beyond all else, else one's eternal happiness is jeopardized and can only be regained during the Day of Retribution in a rather brutal process of personal atonement.

Orthodox Autartists believe in a Yomsal, or objective morality, too. However, their version of 'objective' equates to whatever is given legitimacy by the authority of the Autarch. In the view of Orthodox Autartists, morality is dependent upon authority, authority exists where one is dependent on another for the sustaining of life and existence, all depend on the Autarch for their existence and eternal perpetuation, and so morality is ultimately determined by the authority of the Autarch. Her word is law.

In this sense, Orthodox Autartists believe the tenets of Yomsal can change. Instead of Axioms, or self--evident and unchanging truths, they believe the basis for morality is simply the will of the divine. The current version of Yomsal, according to the Orthodox Autartists, is detailed below. It is based on the latest teachings of the Autarch, as expressed during the Second Vicissitude.


Doctrines of Orthodox Autartism

Doctrine 1. Devotion to the Autarch is supreme. All other obligations are trumped by her will.

Doctrine 2. Duty to Truvarni. Truvarni refers to the people of the Autarch: believers in her divine authority. Orthodox Autartists are to defend the welfare of Truvarni: to fight against its oppressors and organize a society dedicated to the Autarch, within the boarders of which worship of her is mandatory. When the Autarch returns, Truvarni is to be established over all of Heilomar. Meerani have the greatest duty to protect and uphold Truvarni. They are obliged to be the official military force of the Orthodox Autartist Church.

Doctrine 3. Life is sacred. Life should be protected, insofar as such protection doesn't violate the will of the Autarch. Further, the welfare and promotion of Truvarni is more sacred than life.

Doctrine 4. Personal sentiment is poison to justice. Justice should not be dealt in anger or retribution, only in devotion to the will of the Autarch and the upholding of Truvarni.

Doctrine 5. Obedience to the Ambassadors. The council that governs the Orthodox Church must be obeyed in the absence of the Autarch. This council, composed of those chosen by the Autarch and/or their descendants, is the executive force whereby Truvarni may be established and upheld.


All other beliefs, positions, and tenets of Orthodox Autartists derive from one or several of these doctrines, which were delivered by the Autarch herself during the Second Vicissitude.

Within Orthodox Autartism, there are various division. One division is between the 'Arcanist Schools,' or groups of Autartists that have differing opinions on the moral worth of arcane magic. These are the Bithdarvian school and the Inousian school. The former accepts the use of arcane magic, while the latter believes it's an afront on the Autarch: an attempt to mimic her ability to shape reality. In the Inousian view, only clerical and paladin magic derived directly from the Autarch is moral. Throughout the Ascension Epoch, the Inousian school gradually faded from popularity as arcane technology developed, though had a reawakening after the fall of the Xeerza Regime. Today, it remains a prominent minority within Orthodox Autartism and is vehemently opposed by most people in Ani'Mus (who view it as a threat to the arcane market they're very proud to operate) and, most especially, by the Vothalis Sodality.

Another split in Orthodox Autartism is between the Protists, the Anists, and the Equalists. The Protists believe that the Prota, the races created by the Autarch, are the only ones that should compose Truvarni. Other races should be exiled, their cultures and, some believe, biology being incompatible with a truly divine Truvarni. The Anists have a similar belief system, though with an additional caveat that is rejected by the Protists. They believe that Ani and Meerani have a higher spiritual status than all other races, other Prota included. The Ani and Meerani, after all, were created by the Autarch for the specific purpose of defending her, promoting her will, and fighting for Truvarni. As such, Anists believe that, as the upholders of Truvarni, the Ani and Meerani are superior to other groups and have the right, even the strict obligation to exile and kill those that violate Autartist principles. The Equalists, meanwhile, believe that no race---Prota or Defteros---is innately superior, but that all should join Truvarni. The Ani and Meerani have a special obligation to secure and fight for Truvarni, but this does not make them superior, nor does it mean that others shouldn't protect and fight for Truvarni as well.

The official stance of the Orthodox Autartist Church is Equalist. Protistism is the minority and the Anists have generally been a radical fringe group since the Parade of Blood, when they slaughtered entire Luman communities along the Luman Crescent for, in the Anists' eyes, failing to live according to Yomsal. Because of the Church's position, the Protists and Anists believe the fifth doctrine of Orthodox Autartism is now obsolete: that the Church become corrupted when the descendants of the original Ambassadors, some of which were only half--Ani or half--Prota, became Church leaders. The Ambassadors, in the Protists' and Anists' view, no longer represent the Autarch's will.

Rupturianism (Religion)

Eternal survival is paramount. The Autarch is an enemy to all: a tyrant and oppressor, in this life and the next.

Rupturianism arose when the Goiganans split (or ruptured) from the nation, culture, and religion of ancient Truvarni. Rupturianism is strictly opposed to the religious views of Orthodox Autartism, and generally opposed to both the Orthodox and Lorithian concepts of Yomsal.

Rupturians believe the Autarch is not a divine creator, but instead a vile tyrant who deceived, conquered, and oppressed the peoples of Heilomar. As such, Rupturianism is an agnostic philosophy: it doesn't attempt to answer whether gods do or don't exist, but simply states that, whatever the case, the Autarch was not divine.

Since the Second Vicissitude, Rupturians have also believed that the souls of all in Heilomar, upon death, are sent to an eternal hell called the Black Pyre: likely, some speculate, a place where their spirits are tormented and devoured by the soul of the Autarch. This view lead the Xeerza Regime to begin transforming people into undead, so as to 'liberate their souls' from the Black Pyre. This practice led to the rise of Xeerza Rupturianism: the belief that people should be forced into becoming undead so as to not allow their ignorance to jeopardize their eternal wellbeing. According to Xeerza Rupturianists, none should be confined to the awful fate of being manipulated by the Autarch into eternal torment. They should be kept from this fate, even if they 'ignorantly believe' the Autarch is good. This view is contrasted by Domestic Rupturianism. Domestic Rupturianists believe that one can decide to not be transformed into an undead. However, this freedom only extends to the individual. Someone cannot keep others from becoming undead. They cannot even persuade others to not become undead. As such, both Xeerza and Domestic Rupturinaists believe it is immoral for Orthodox Autartists to proselytize. This 'proselytizing' includes Orthodox Autartist parents teaching their children Orthodox Yomsal and anti--Rupturian rhetoric.

Eventually, the process of transforming people into undead was refined into turning them into the more kith--like Dhampirs, a practice which began when the Vampiric Coteries rebelled against the Xeerza Regime and established the country of Rivenar. Within Rivnear today, Xeerza Rupturianism entails the outlaw of both Lorithain and Orthodox Autartism, while Domestic Rupturianism only entails the outlaw of preaching Orthodox Autartism. Both views hold that power should be concentrated in a knowledgeable and powerful elite with the ability to stifle Autartist practices within Rivenar. Xeerza Rupturianism holds that this ruling elite, which it calls the Liberating Caste, must not only keep the souls of its citizens from the Black Pyre, but also actively seek to liberate the souls of those outside of Rivenar, through liberating conquest if necessary.

A Liberating Caste that cannot do this, according to the Xeerza Rupturianists, is not fit to govern. Originally, the Vampiric Coteries were Xeerza Rupturians, having overthrown the Xeerza Regime because it was loosing its ability to liberate the souls of non--Rupturians.

However, as a result of leadership changes among the Coteries, international pressure, economic interests, and changing culture, Domestic Rupturianism has become the dominant view. However, with the loss of Fierfar's cleric and paladin abilities, which were the greatest threat to undead power, Xeerza Rupturianism is once again on the rise.

Rupturianists also tend to be opposed to traditional Lorithian culture with its high--and--mighty notion of Yomsal and its ties to ancient Truvarni. Instead of believers in some strict code of abstract, objective morality, Rupturians enshrine basic, subjective sentiments as the basis for morality. This isn't to say they're nihilists or even moral relativists, but that they don't believe morality can be categorized according to a neat set of tenets, but is instead discovered through subjective experience with kith emotion. Rupturianists believe that, because virtually everyone has some basic moral notions in common, morality is in some sense objective, in that it isn't completely relative. However, it doesn't make sense to say it exists independent of kith minds and experience. It is objective in one sense, but only real and attainable through subjective experience.

Rupturianists also tend to be much more individualistic than traditional Lorithians. Family ties are fine and even valued (Rivenarsh society is ruled by Coteries, or family groups, after all), but they aren't to be respected at the jeopardy of individual wellbeing. Rupturianists have no problem taking children away from their parents if those parents are jeopardizing the eternal wellbeing of their offspring. The survival of the body, and thus the freedom of the soul, is paramount.

Image depicts Xeerza Rupturianists during conquest.

Fierfardism (Religion)

The suppression of knowledge is the oppression of choice. The Sovereigns' gift of free will must be upheld, and those who stifle it must be subject to rebellion.

Fierfardism, believed mainly by the Owlin of Fierfar, rejects both Autartist and Rupturian principles. It recognizes the existence of beings called 'the Sovereigns,' which it states compose a council of divine entities that chose Fierfar as the guardians of truth in Heilomar. It believes that the Sovereigns, not the Autarch, created the peoples of Heilomar, and that the Autarch was a non--divine entity called a 'Tarragon'. They also believe that the Black Pyre never existed or, if it did, has been destroyed, as they don't think the all--good and all--powerful Sovereigns would allow the creation of such a horrid afterlife.

Two forms of Fierfardism exist. Under the teachings of Eranouv the Blessed, Devout Fierfards believe that ignorance and violence done as a result of it must be purged as a disease, often through further violence. They believe that, with the Sovereigns' blessing, Fierfar should eradicate both Orthodox Autartism and Rupturianism. Before the Fierfards lost their elevated cleric and paladin abilities, this Devout Fierfardism was beginning to take hold in the military of Fierfar. However, for some reason, Fierfar lost the Blessing that made it so powerful. Devout Fierfards lost a lot of support, but remain in a group called the Irate Bannerett.

Under the teachings of Kiar the Rekindled, the Rekindled Fierfards believe that all peoples should be shown the truth but decide for themselves, under no obligation of force, what to believe. However, when false doctrines are used to further extreme suffering, they believe Fierfar has a sacred responsibility to intervene. In essence, Rekindled Fierfards see military intervention as a last resort, while Devout Fierfards actively push for it, seeing it as their sacred responbility to prevent future generations of mortals across Heilomar from being brought up in ignorance.

All Fierfards are committed to ensuring that all are able to exercise free will, a gift highly valued by the Sovereigns. However, the Devout and Rekindled Fierfards disagree on what such free will requires. The Devout think that the mere existence of Autartism and Rupturianism are a threat to freedom. People shouldn't choose their beliefs, but should simply follow wherever reason and evidence leads. In this sense, the Devout think that rational belief isn't a choice: one only chooses their beliefs if they're deluding themselves into false ones. Further, choosing to believe false beliefs only constrains choice, as the true exercise of free will requires one to be informed by truth: informed by reality. The Rekindled, meanwhile, think that tyrannical governments and other powerful individuals forcing beliefs on others constrains choice, and that it's perfectly acceptable for false beliefs to be chosen. Free will doesn't require truth. Only tyranny, as well as violence done in ignorance, warrants war.

Because they don't recognize the infallibility of either Eranouv or Kiar, Fierfards use their own moral intuitions and cultural background to determine which teachings they ascribe to. Rekindled Fierfardism is the dominant view in Fierfar's government, which is overseen by Kiar. Devout Fierfardism is more popular among certain segments of the military and in Eastern Fierfar.

Image depicts Fierfard warrior in residuum--infused armor.

Ani'Mussi Populism (Ideology)

Government and elites must be given as little trust as possible. Our parents and ancestors saw the horrors of tyranny. Let us keep such sights from our children.

The most prominent political ideology in Ani'Mus, Ani'Mussi Populism is a particular, political offshoot of Lorithian Autartism that developed following the Fiend War. In addition to the religious tolerance advanced by Lorithian Autartists, Ani'Mussi Populists believe that government institutions are inherently untrustworthy and inclined towards unjust tyranny and corruption, and thus violations of the Axiom of Consequence. As such, Ani'Mussi Populists advocate for largely decentralized, limited government with frequent turnover among public officials. Radical Ani'Mussi Populists argue for pure, popular democracy. More moderate populists argue for a relatively efficient but counterbalanced executive and legislative system. In Ani'Mus, moderate populism has prevailed for the most part.

Both forms of Ani'Mussi Populism are known for the 'market equality platform.' They believe that government--supported monopolies are immoral, corrupt, and stifling. This makes them greatly opposed to the Vothalis Sodality, the largest and most well--subsidized monopoly in Heilomar. They believe the Sodality should be broken up, that the residuum miners should be their own company, and that anyone should be able to buy residuum from the miners and sell it, innovate with it, or keep it. There's more than enough residuum to go around, and it's an afront on freedom and efficiency that a single company owns all residuum production in the Eastern half of Heilomar.

In support of their market equality platform, Ani'Mussi Populists also appeal to the troubled history of elitist magic. The fiendish reign of Natholous, the atrocities of the Goridgal, and the pervasive horror of the Xeerza Regime all arose because powerful magic was concentrated in the hands of a corrupt few. The Vothalis Sodality, which arose directly from the Kalad, is just as dangerous. Magic shouldn't be elitist.

Jouralism (Moral Ideology)

Life is about enjoyment, art, and beauty. Simply appreciate it.

The most influential ideology or, rather, lifestyle in Courmund. This ideology has developed without much of a religious undertone, being largely secular in nature. Jouralists are generally agnostic towards the divinity of the Autarch. They believe in the preservation of limited monarchy in Courmund and cultural customs and social tolerance that many, especially Orthodox Autartists, see as very hedonistic. (They might be compared to a slightly more hedonistic version of the Epicureans from Ancient Greece.) The influence of this ideology has made Courmund especially known for its unique artistry, rowdy music, and flavorful wines. Not much philosophical baggage accompanies this belief system. Its primary artifacts exist in Courmund's unique culture.

Jouralism is culturally opposed by certain pockets of Lorithian Autartists, descended from immigrants from Ani'Mus who came to Courmund during the height of its Arcane Market, who believe that stronger familial ties and greater moderation in enjoyment is the key to a fulfilling life.

Image depicts Rivenarsh immigrant in Courmundish city

Countries

A list of the most powerful countries in Heilomar. This section leaves out the Randanab Consortium, Shalyal, Tourgat Isle, and Northern Kathla.

The Coterial of Rivenar

The Coterial of Rivenar, colloquially called Rivenar, is a totalitarian state ruled by the heads of seven Coteries, or noble families that include honorary members. Its sigil is that of blood dousing black flame. The Ghilamel Cotery currently holds the highest position among the Coteries. The sigil of Ghilamel is a pale spider curled over a web of interconnected towers. In addition to Ghilamel, there's the Vronduke, Misriel, Hansa, Damill, Lournash, and Zida Coteries. The governing body of Rivenar, composed of the heads of the Coteries and their advisors, is called the Goidana Gress.

Rupturian Propoganda

Liberation from the Black Pyre suffuses the propaganda advanced by the Goidana Gress. Though the Coteries have the power to charm and order large swaths of those turned into dhampirs by their design, they can't control nearly as many undead as Xixon at once. Further, they can only control individuals turned into dhampirs by a member of one of the Coteries. Other, easier manners of turning individuals into undead don't confer the same powers of influence. As such, propaganda is necessary to maintain a subdued populace. Rivenar is replete with such propaganda, elevating the perceived status of the Coteries as merciful liberators, promoting Rupturianism, and stifling discourse. To speak against the Coteries or to advance any Autartist or Fierfard rhetoric is a danger to public health and warrants a fine, imprisonment, or death depending on the severity. This oppressive, rhetorical force has become so ingrained that the saying "sanguine douse" has become a common way of saying goodbye among the Rivenarsh, illustrating one's adherence to Rupturianism.

The Rivenarsh populace are largely split between Domestic Rupturianists and Xeerza Rupturianists. The former, led in advocacy by Archduke Kyhes Ghilamel, believe the horrors of war aren't worth liberating the souls of "those who decide to remain ignorant." These Rupturians oppose further conquest in the name of Rupturian ideals. Xeerza Rupturianists, meanwhile, believe that Rivenar has a responsibility to save the souls of the ignorant. These Rupturianists believe material concerns are of little import compared to the eternal significance of the afterlife. Many will die, and some whose souls can't be saved by Coterie members will be sent to the Black Pyre. But their sacrifices will be worthwhile, as otherwise untold millions of innocents, including children raised in ignorance, will continue to be sent to the Black Pyre in future generations spawned in foreign lands.

Image depicts a street in Gilhaheen, current capital of Rivenar

Elevation Ceremonies

Every three months in Rivenar, Elevation Ceremonies are held. During these ceremonies, which occur in the residential cities of the Coteries, those who haven't been transformed into dhampirs, including babies and children, come forward to be transformed by a member of one of the Coteries. Refusing to attend such a ceremony if one is able is punishable by severe fine. Repeatedly refusing to attend such a ceremony if one is able is punishable by imprisonment. Refusing to allow another to attend such a ceremony, inculding refusing to enable dependents such as children to attend, is punishable by death.

Usually, such sedition is concentrated in immigrants, foreign proselytizers, and undead who haven't yet become dhampirs. However, every once in a while, a dhampir will manage to break free of the mental binds that constrain their mind. This is usually done with the secretive aid of a powerful cleric from the Rumination.

Ceremonies of Elevation work in a particular fashion. Individuals across Rivenar are required, if they or a child of theirs isn't yet a dhampir, to attend an Elevation Ceremony sometime in the year. If they don't attend such a ceremony despite warranting circumstances, they're summoned before a local magistrate where the reason for their avoidance must be made clear. Refusing such a summons or expressing an unwillingness to attend an Elevation Ceremony is grounds for arrest and imprisonment. Those who attend an Elevation Ceremony but aren't able to make it to a Coterie member (e.g. the lines are excessively long) receive a permit excusing them for the remainder of the year. These policies were implemented as a way to ensure compliance with the expansion of Coterie power without unduly inhibiting Rivenar's economy or inadvertently stoking sedition.

Law Enforcement and Military

Domestic order is maintained by the Duress. This guardforce entails several ranks. From lowest to highest, these are Officers, Captains, and Area Officers. The Area Officers, who either oversee large rural regions or urban cities and their surrounding landscape, report directly to Regional Officers appointed directly by the Gress to oversee domestic order in each of the regions governed by a Coterie. These Regional Officers don't formally answer to any single Coterie, but report to the Gress as a whole. This helps maintain unity among the Coteries, as it gives the Gress significant power. Duress officials don themselves in red naval overcoats, reinforced by black steel. Their pointed helms are characteristically wide brimmed: a feature meant to replicate the hats worn by early Rivenarsh rebels in an attempt to conceal their identities from Xeerza authorities. This armor is meant to provide protection for Duress individuals without being cumbersome or costing too much. The Duress aren't military officers, and so don't require as substantial a mode of protection as heavy, metal armor.

In addition to the Duress, each Coterie maintains a private guardforce. These forces, known as Engagé, are loyal to their respective Coteries. The Engagé work alongside the Duress within large cities to enforce the will of the ruling Coterie. However, the Duress always outnumber the Engagé. Further, the latter only exist in population centers in which Coterie members reside. These factors help prevent sedition and inter--coterie conflict, giving the collective voice of the Gress greater power than any single Coterie, and extending this balance of power throughout Rivenar.

Image depicts the Ghilamel Engagé, led by Lady Jacqueline Ghilamel, in the dark slums of Gilhaheen

The military of Rivenar, known as the Scarlet Bombora (derived from the Xeerza Rupturian notion of dousing the influence of the Black Pyre through bloody conquest), answers directly to the Gress as a whole, though has certain segments reserved for individual Coteries. The positions within the primary military, from lowest to highest, are as follows: (1) infantry (land), seaman (navy), or skyman (airforce); (2) senior infantry, seaman, or skyman; (3) captain (all); general (land), high captain (navy), or prime aviator (airforce). These highest ranking officials are all overseen by the Rivenarsh Brass, composed of officials from the army, navy, and airforce, who are themselves headed by a Supreme Commander appointed directly by the Gress. Members of the Rivenarsh army wear half--plate or full plate mail of similar aesthetic to Duress officers, with the armor becoming more detailed and ornate as rank increases. Infantrymen and captains wear black armor (no cloaks), while higher ranks wear armor stained deep red. Navy officials follow a similar color pattern, though wear lightweight leather armor (no cloaks). The airforce wear armor similar to that of the navy, albeit with furs and goggles.

Each Engagé includes officials conscripted from the Scarlet Bombora, who help bolster the authority of individual Coteries.

The Dokhma

When the Rivenarsh Coteries execute Autartist preachers, Fierfardian scholars, living traitors, and others, they don't let their souls pass on to an afterlife. Doing so, in the Coteries' view, would condemn such ignorant souls to the Black Pyre. Instead, these souls are 'collected' by a member of one of the Coteries and sent to the Dokhma. The populace of Rivenar simply knows that Dokhma as a dimension, maintained by the Coteries, to which executed souls are sent. It's known as an unpleasant place, though not one as terrible as the Black Pyre. Some even opt to be sent to the Dokhma to avoid the risk of being killed and sent to the Black Pyre, though that's uncommon, and is looked upon disdainfully by Xeerza Rupturianists who believe the Rivenarsh must use their power to save other souls from the Black Pyre. The Dokhma was created by Rivenarsh artificers shortly after the Light Rebellion, based off of schematics left by the Xeerza Regime.

The Coteries and the Gress

The Coteries were established by the seven most influential leaders or figures within the Rivenarsh Revolt against the Xeerza Regime near the end of the Light Rebellion. These individuals and their families became the ruling bodies within Rivenar. Initially, these Coteries clashed with eachother, using their separate militaries to engage in skirmishes. This in--fighting was put to an end when, in 18 Lodar, the Coteries agreed to unite under a single banner of Xeerza Rupturianism and establish the Rivenarsh Gress. As the first Coterie to stoke rebellion against Xixon, the Misriel family had its head, Duchess Montori Misriel, declared Archduchess of the Gress. The creation of the Gress came with the establishment of the Duress and the Scarlet Bombora, intended to foster unity within Rivenar. Rivenar then launched the 'Luman Liberation,' otherwise known as the Crescent Rive.

But with the rise of the Rivenarsh arcane market and the abundant wealth, resources, and power it has brought, the Gress has outwardly followed the Ghilamels' lead in shifting away from Xeerza Rupturianism and towards the more economically and internationally viable Domestic Rupturanism. With this shift towards economic interests and resistance from the Misriel Coterie, the Gress decided to demote Archduchess Misriel to the position of Duchess, giving her position to Duke (now Archduke) Kyhes Ghilamel. (Behind closed doors, the Vrondukes Coterie is plotting to achieve the aims of Xeerza Rupturianism in an economically and internationally viable manner. See 'Plot Threads' for details.)

The head of the Gress is referred to as the Archduchess or Archduke, while all other Coterie heads and their spouses are known as Dukes or Duchesses. The Archduchess/Archduke has the power to command the Scarlet Bombora and the Duress. Further, their vote counts as two in Gress related business, meaning a majority of four cannot win in Gress votes unless it has the support of the Archduke/Archduchess. In the event of a tie, the vote is taken to the general public. In the event of an emergency, the Archduchess/Archduke may act on their own, they will have to meet with the Gress within two months of the incident, or as soon as possible if necessarily beyond that timeframe. A unanimous vote by six out of the seven Gress members is required to demote the Archuke/Archduchess.

The head of a Coterie and their spouse are referred to as "Duke/Duchess [Insert Coterie Name]" (or "Archduke/Archduchess [Insert Coterie Name]"). The individual to take over in case the Duke(s) and/or Duchess(s) of the family die, usually the eldest child, is referred to as "Marquess [Insert Coterie Name]." Then, the eldest male child (after the Marquess, if the Marquess is the eldest male child) is referred to as "Lord [Insert Coterie Name]," while the eldest female child (after the Marquess, if the Marquess is the eldest female child) is referred to as "Lady [Insert Coterie Name]." All other children are referred to as "Lord/Lady [Insert Child's First Name]." Those declared honorary members of a Coterie (e.g. close family friends and distant relatives) are referred to as "Sanctioneers."

Appearance, Culture, and Aesthetic

Rivenar is known for the contrast between its culture and the drab appearance of its territory. Though the necromancy used by the Coteries leaves, after a time, the surrounding landscape gnarled and ominous (though makes the trees beautiful with a perpetual Fall appearance), Rivenar is characterized by a thriving artistic culture and, especially since the establishment of the Rivenarsh Arcane Market, relative economic opulence.

Fashion. Reds and blacks tend to suffuse Rivenarsh life, symbolizing remembrance for those who have fallen to the Black Pyre and hope for the liberation of souls through the leadership of the Vampiric Coteries. Coterie members generally wear decorative and elaborate clothes of velvet and pitch, denoting their status. Wealthy landowners, artisans, merchants, and artists also wear opulent reds and blacks as a sign of status. The middle class, which is extensive in Rivenar, wears simpler iterations of these clothes. Poor individuals often try to incorporate reds and blacks into their wear insofar as possible. (For real world equivalents of these various aesthetics, think 18th Century European fashion.) Ghilhaheen, as the current economic center of Rivenar, is an especially prominent source of Rivenarsh fashion trends among the upper and middle classes. Because of the Ghilamel's focus on naval endeavors, opulent naval overcoats of red, black, and gold tend to be quite popular among those who can afford them. The Vrondukes of Goridnash, meanwhile, have popularized lavish dresses and characteristically billowy sleeves since the formation of Rivenar, having their fashion derived from that of Goiganan aristocrats from before the Second Vicissitude who were largely concentrated in the Goigana Vale. The Misriel's of northern Rivenar, meanwhile, have become famous for their furred attire. Rivenarsh citizens tend to adhere to the styles of the Coterie with which they most strongly identify, usually the one they live closest to.

Religious Sentiments and Diversity. Citizens within Rivenar are almost universally Rupturian, with small pockets of Lorithian Autartists. A very small minority of Orthodox Autartists and Fierfards live in the Rivenarsh mainland, composed mainly of converts too poor or too socially ingrained to flee to another country. Many of the Rumination's efforts are aimed at giving the Orthodox Autartist individuals, and some Fierfards depending on the specific Rumination members, safe passage out of the Rivenarsh mainland, preferably to another country entirely. These religious minorities remain largely secret and, if they haven't been turned undead already, try to avoid it. As such, many are eventually arrested by the Duress and prosecuted, with the heads of religious minority families often put to death for endangering the souls of their children. Lorithian Autartists are tolerated but generally aren't liked, seen as Ani'Mus sympathizers and enemies to Rupturian culture. Because they don't ascribe to a particular theology, merely to a culture and moral philosophy, many Lorithian Autartists in Rivenar submit to being turned into Dhampirs.

Racial Composition. Most of Rivenar's populace is composed of Prota races turned Dhampir. Defteros races also exist. Abyssiad converts to Rupturianism from

Image depicts Rivenarsh mage in ceremonial robes.

Randanab are common. A few Courmundish tabaxi also exist, as does a small minority of Luman, Ani, and Meerani. Hate crimes against these latter races are common, though are not condoned and even punished severely by most Rivenarsh Coteries (save the Misriel and Damill Coteries in the North, where Xeerza Rupturianism is especially common and where violence against "the dangerous sentiments of Autartists" is tolerated).

Accents and Historical Cultural Ties. The people of Southern Rivenar, particularly the Goigana Vale, have accents most strongly tied to those of Goiganans from before the Second Vicissitude (French accents). It's this group, known as the Ethnic Goiganans, who most strongly maintain the styles, architecture, and customs of Goigana. The people of Northern Rivenar, meanwhile, are more amalgamated in their culture. They're primarily descended from a mixture of Goiganans and ancient Lorithians and Truvards. As a result of the many wars that have been fought in Northern Rivenar, this ethnic group, known as the Ethnic Fusionner, tends to maintain a culture of distrust and aversion towards foreigners, especially Courmundish, Autartists, and Orcs. Though they profess to want to save the souls of "ignorant foreigners" through Rivenarsh Liberation (as demanded by Xeerza Rupturianism), in practice they treat most foreigners as threats to this mission: ignorant and violent beings who zealously resist the necessary liberations of Rivenar. Ethnic Fusionners have developed accents (British) with roots in Lorithian culture, given that most of their ancestors lived in what was once Lorithia. Because of similar ethnic origins, these accents are similar to those common in the Luman Crescent (Australian and New Zealand). They are, however, distinct from the accents of most Ani'Mussi (Southern and Mid--Western), given that Ani'Mus was more thoroughly exposed to a range of different, native Inousian cultures in the Divagate and its surrounding territory.

Image depicts Archduke Kyhes Ghilamel.

The Enlightened Protectorate of Fierfar

The Protectorate of Fierfar is a militaristic, theocratic quasi--democracy overseen by the Blessed Envoy, otherwise known as Kiar the Rekindled, as well as the Lightspear Delegation and the Sovereigns' Arm. Its symbol is a golden star overlain a blue background, encircled by a ward of light.

Fierfardism and Religious Tolerance

As a state, Fierfar is very tolerant towards other religions and ideologies. Under the guidance of Kiar the Rekindled, as well as the religiously--diverse Lightspear Delegation, the totalitarian policies adopted under Eranouv the Blessed during the Second Vicissitude have been done away with. So long as they don't result in or incite violence, Fiarfar is tolerant of Autartism, Rupturianism, Jouralism, and the various religions and ideologies of Tourgat Isle, Shalyal, Randanab, and smaller nations. The only ideology which cannot legally be preached in Fierfar is Xeerza Rupturianism, given its inherently violent nature. Some in the Lightspear Delegation want to apply this rule to Devout Fierfardism, though the influence of the Irate Bannerett within both the Delegation and the Sovereigns' Arm has stopped any such regulation.

Even though the government as a whole is relatively tolerant, there are many within Fierfar who see the Rivenarsh as a continuation of the Xeerza Regime and Lumo as a state willing to engage in extreme violence for a false god. These perceptions lead to frequent discrimination against Rupturianists and Orthodox Autartists, which discrimination tends to be more prominent within the military communities inside Nal'Roda, Alkanad, and Cor'Vit. Such discrimination is strongly opposed by the government bureaucracy and Rekindled Fierfards.

Government

Kiar the Rekindled, her soul affixed to a mechanical body, occupies the highest position within the Lightspear Delegation, a body composed of representatives elected by powerful individuals within Fierfar's various religious and ideological communities. Each such community has a corresponding party, which puts forward candidates according to systems developed by each party (usually a demographically--restricted form of popular vote). There's the Rekindled Party, the Devout Party, the Rupturian Party, the Lorithian Party, the Autartist Party, and the Ally Party (which represents all the smaller groups). Thus, Fierfar might be considered a quasi--democracy: enfranchizement is common, but particular electoral rules (which, in the case of the Devout Party and Autartist Party, are very elitist and theocratic) are decided by individual parties.

Still, even though other interests are represented, the Rekindled Party always has the most power. Kiar alone commands the Sovereigns' Arm (excluding a minority portion within it, called the Irate Bannerett). The Sovereigns' Arm itself is composed only of Fierfards. Other groups receive political representation and even representation in law enforcement, but not militaristic representation. With this power, Kiar could, in principle, override any decision made by the Lightspear Delegation and carried out by law enforcement. However, she has not done this for the sake of maintaining legitimacy in the eyes of religious and cultural minorities.

Alongside Ani'Mus and Lumo, Fierfar is part of the Juirmid Alliance.

Law Enforcement and Military

Domestic peace is maintained by the Delegation Domestic Enforcers (DDE). This police force answers to the Lightspear Delegation as a whole. More specifically, it answers to a council composed of one qualified individual from each party. This council is called the DDE Supreme Council. It is illegal for the DDE High Administrators (ranking just under the DDE Supreme Councilors) to implement any initiatives or policies without the support of the DDE Supreme Council as a whole.

DDE Officers wear white coats with gold trim and blue pants for uniforms (metal was removed from the uniforms to put down costs following the downfall of Courmund's Arcane market). They carry muskets and brass--hilted sabers.

The Sovereigns' Arm wear lightweight silver armor with gold trim and light--blue inlays (which often act as residuum conduits for the armor of higher--ranking officers). Because it's composed almost entirely of Owlin (with a few non--Owlin converts to Fierfardism), it's very much an aerial--focused army. Griffons and Eisenvogel see frequent use for carrying military supplies. In fact, it's not an understatement to say almost all of the Sovereigns' Arm is airforce. Naval vessels are only used to transport heavy weapons and supplies, and air units can easily serve as ground units too.

The hierarchy of the Sovereigns' Arm is as follows. Under Kiar, there are twenty six officers called Oberste (8 of which are part of the Irate Bannerett). Each Oberste, given their charge by being first--born, direct descendants of Eranouv and trained from a very young age in tactics and leadership, oversees a 5 legions of 6,000. Each legion is overseen by a Legion Commander, under whom are generals, captains, etc.

Tech and the Sovereigns' Blessing

The Sovereigns' Blessing, or whatever power Eranouv and Kiar acted as conduits for, not only allowed Fierfar to have an incredibly strong military but also advanced infrastructure powered by clerical magic that worked alongside residuum to make Fierfar an especially advanced society. Even the weather was made unnaturally warm in Fierfard cities. But all that changed when, one day, the Sovereigns' Blessing mysteriously stopped.

Over the past two decades or so, Fierfar has had to recover militaristically and economically. It has become far more dependent on Sodality--provided residuum and can no longer be the primary check against Rivenarsh expansion. During the first five years after the loss of the Sovereigns' Blessing, Fierfar was effectively impoverished. However, it has gradually rebuilt. While not at its former glory, its mages and artificers have worked furiously with Juirmid and Sodality officials to bring it nearly up to par with Ani'Mus in residuum technology.

Apart from simple foot--soldiers, the Fierfard military is still mainly composed of former clerics and paladins who now use residuum--infused armor and weaponry to compensate for their lost power. An increasing number of mages and artificers are also joining the military. Further, Fierfar now makes frequent use of fast flying machines, called Eisenvogel, that were developed by its own artificers and have given it an unparalleled airforce to contrast Rivenar's potent naval forces and Ani'Mus's ground manuverability.

The Eisenvogel, which come in various shapes and sizes, are more akin to actual birds than airships in flight. Whereas airships tend to take the form of blimps and zepplins, having a massive leather or metal envelope that grants the ship flight while residuum--powered propulsion devices propel the ship forward, Eisenvogel are given flight by wings with metal 'fingers' and membranes composed of arcane energy impervious to nonmagical damage. The hulls of Eisenvogel can be compact and lightweight, allowing for increased speed and rapid manuevers, or heavy and elongated, allowing for the transport of large cargo. Envelopes, as on most other airships (like blimps and zepplins) can be added to Eisenvogel to increase carrying capacity at the expense of manuverability. Other countries have replicated Eisenvogel, though not yet to the efficiency that Fierfar's artificers have achieved. Thus, Fierfar continues to have the best airforce in Heilomar.

Appearance, Culture, and Aesthetic

Fierfard culture revolves around the symbolism of light. Instead of the mournful but beautiful blacks and reds of Rivenarsh culture, Fierfar exemplifies the brilliant golds, blues, and whites of the sky and the abilities once granted by the Sovereigns' Blessing.

Architecture. Fierfard structures are built to let in as much natural light as possible. Large, open--air chambers with unblocked archways to the outside world, built atop platforms ascending monumental crags, are common. Or, at least, they were when the Fierfards possessed the Sovereigns' Blessing. Now that the Blessing has vanished, the naturally cold weather of Hornjall has begun pouring back into Fierfard lands. The Owlin of Fierfar can handle this well enough. But with an increasing number of immigrants to Fierfar and Ani'Mus, accomadations have become necessary. Once open archways have been filled in with glass. Doors have been added where unblocked portals once existed: the old architecture of Fierfar now juxtaposed with greater functionality. Still, wherever possible, windows instead of walls have been used to fill in once open space, allowing an abundance of natural light to filter through. Fierfard architecture makes frequent use of platforms and flat--roofed buildings that layer upon one another in elegant spires, having evolved this way to accomodate Owlin. Where buildings are not flat--toped, they're usually rounded and domed.

Fashion. Fierfards used to tend to dress in light silks fashioned into tunics, vests, dresses, etc. But with their changed circumstance, heavier furs and warm overcoats are the trend. Golds, yellows, blues, and whites are generally the most used colors, particularly among religious Fierfards, though others are of course present. The Owlin, given their accalamtion to the cold climate, still tend to dress more lightly than their peers.

Racial Composition. The majority population in Fierfar is Owlin, though a multitude of races exist. In fact, Fierfar is likely the second most diverse country after Ani'Mus (that is, unless Dhampir isn't classified as a race, in which case Rivenar ties with Ani'Mus for the most racially diverse).

Accents and Historical Cultural Ties. Before the formation of Fierfar, the Owlin of Hornjall existed in their own mountain--based community. At one point, they were enslaved by Ancient Truvarni during the Descension Epoch, though were freed by the Goiganans during the Moonless Night and, therafter, traded with Goigana. Throughout this history, the accents they developed became a strange, rather harsh--sounding mixture of their ancestor's, the Truvards, and the Goiganans. (They have German accents.) However, some of the Owlin of Fierfar broke off from this community and formed closer cultural ties with the beastfolk of Tourgash Isle, who sailed away from Hornjall to escape both the harsh climate and the religious wars and conquests of the Prota. These Owlin thus began to pick up the Tourgat accent (Northeastern American), creating a very strange contrast in the accents of the Western Fierfards and the Eastern Fierfards. The former compose the majority population, though the latter are still rather prominent.

Lumo: The Prefatory Truvarni

Lumo is an Orthodox Autartist state operated by the Highmar Prexis: a secular government instituted by Ani'Mus, but which nevertheless enshrines Orthodox Autartist principles in government. Rivenar is considered Lumo's geopolitical adversary.

Government

The Highmar Prexis is set up much like the Ani'Mussi Government. A Prexy acts as the executive figurehead, delegating authority to Provosts who oversee administrative affairs. The Prexy creates laws according to the resolutions adopted by a Common Delegation, composed of elected representatives who meet bi--annually during something called a Resolution Session. Once an electee in the Common Delegation attends a Resolution Session, they rescind their position, allowing a different electee to be chosen next session. Each electee represents a village, city, or, in the case of very large cities, a city district. If the Prexy's laws don't abide by the resolutions of the Common Delegation, the Common Delegation may elect to replace the Prexy next Resolution Session. Church leaders cannot be made Prexies or Provosts, else Ani'Mus will rescind its political and economic support from Lumo. That said, the Delegation can elect (and always has elected) devout Orthodox Autartists as Prexies and their associated Provosts. There has yet to be a non--Orthodox executive figure in the Luman Government, save a few Provosts who were directly instituted by Ani'Mus. Still, Ani'Mus's influence ensures that these Orthodox executives aren't officially puppets for the Church, as pressure from Ani'Mus has forced the Ambassadors to not order the Prexy or Provosts to do this or that. Thus, though it has immense influence in the government, the Ambassadors have yet to officially and openly order the Highmar Prexis, by the will of the Autarch, to legislate in a certain way.

Because the Prexy chooses their own Provosts and oversees both legislative and executive matters (under the loose direction of the Common Delegation), elections in Lumo tend to be very person--centered, as opposed to platform centered. Luman politics is about the beliefs, proposals, and character of the Prexy and their Provosts. An Ani woman named Fia Eldar is the current Prexy, having been a prominent political advocate against Rivenar and a faithful Orthodox Autartist. She is working to maintain her popularity by advocating war against Rivenar in Juirmid Alliance meetings, as well as promoting her pro--war stance via other methods. She is popular, though her critics point to the fact that in her year and a half of office has hasn't made much progress in convincing the Prexy, Provosts, or Divagate Delegation of Ani'Mus, nor Kiar and the Lightspear Delegation of Fierfar, to support war. Some want her to be more vehement in her arguments, accusing her of being scared of angering Ani'Mus or Fierfar.

Alongside Ani'Mus and Fierfar, Lumo is part of the Juirmid Alliance.

Lumo and Religious Tolerance

Though a secular government (on paper) reigns supreme in Lumo, its nature has allowed strict Orthodox Autartist principles to be enshrined in government. Any Lorithian or Fierfard proselytizing can be subject to fine or imprisonment, while Rupturianist and pro--Rivenar preaching can be subject to imprisonment, exile, or execution.

Further, the Orthodox Autartist Church fulfills a quasi--government role in Lumo. Taxes in Lumo are low because the Church uses its tithes to promote artistry, provide humanitarian aid, and subsidize infrastructure. The official military of Lumo, as separate from the Meerani Paladin Order under the Church (which acts as the Church's private army), is the Highmar Prexis's main expenditure. This has given the Church immense influence, for it not only has numerous sympathizers in the government but actually fulfills the government's role in many instances. Most citizens of Lumo even see the Church are as a more legitimate government than that established by Ani'Mus, as the Church better represents their moral and political views.

However, to appease the Juirmid Alliance, the Church has outwardly respected the secular government, using political channels to legislate in ways that benefit the Church instead of using its religious authority to command government officials or foster uprising. If the Church and the Highmar Prexis were every to end up in opposition, most citizens of Lumo would opt for the Church.

Law Enforcement and Military

Order is kept in Lumo by the Domestic Order Core, otherwise called the Onder'Lai (Truvarni for "Steel Men") or Onders (Truvarni for "Steels"). They are a guardforce run by the Highmar Prexis. This guardforce is supplemented by equipment, including some arcane weapons and armor, donated by Ani'Mus. The Onder'Lai don themselves in steel--infused, dark and light blue coats that button down the center and cut off at the waist, similar in style to those used by guardforces in Ani'Mus.

Lumo effectively has two militaries. The National Defense Core is funded and run by the Highmar Prexis. It includes weapons and armor donated by Ani'Mus. The Meerani Order, meanwhile, acts as the private army of the Orthodox Autartist Church. It is smaller than the National Defense Core and less well--equipped, but its members are far more disciplined, well trained, and adept at clerical and paladin magic. Each Meerani in the Meerani Order is either a Dragon Cleric or an Autartist Paladin. In total, the National Defense Core has about 125,000 people, whereas the better trained but smaller Meerani Order has about 15,000 Dragon Clerics and Autartist Paladins.

Appearance, Culture, and Aesthetic

Lumo, the Prefatory Truvarni and the Land of Flowers, is beautiful in flora and architecture. Its wilderness is pervaded by grassy plains, swept with seaside breezes and suffused with flowered meadows.

Architecture. Lumo's cities are composed of granite temples pervaded by colorful flowers, wooden buildings as colorful as the verdant flora which surround them, and stone pavilions that almost shine with the moon's luster. The architecture makes frequent use of domes, rounded pillars, and curving roofs whose portions seem to emulate crescent moons. Religious iconography is everywhere, even in the walls of taverns. The markets are permeated with fountains, flowering trees and their gently falling pedals carried on the wind, and the aroma of flowers mixed with the brine of the adjacent sea. None of this is to say Lumo is a complete paradise. Slums and garbage exist too. However, they are juxtaposed with the Luman people's evident intent to display the beauty of their Truvarni.

Fashion. The populace of Lumo tends not to dress in opulent clothes, as many in Ani'Mus, Rivenar, and the richer segments of Courmund do. Simple tunics are worn by most of the populace. Government officials wear more lavish, ceremonial garb depicting flowers and lunar iconography. Guards dress in blue coats with white highlights, overlain with segments of steel. They carry muskets and shortswords. Clerics, paladins, and priests wear the most lavish clothes and/or armor, characteristic of their station. But even these are rare and are more opulent in symbolism than actual cost. The average citizen of Lumo will donate most of their wealth to the Church, which uses it to promote artistry, provide humanitarian aid, and subsidize infrastructure.

Racial Composition. The largest racial group in Lumo are the Lumans, followed by the Meerani and Ani. The other Prota races also occupy large communities, while each Defteros race composes a racial minority.

Accents and Historical Cultural Ties. The Ani and Lumans, and some members of the other Prota races, descended from the people of Ancient Truvarni. As such, their accents are similar to the Northern Rivenarsh, given geographically adjacent cultural ancestries. However, given divergent history, the accents have diverged somewhat, giving the Luman and Ani of Lumo a slightly more rugged tone (they have Australian and New Zealand accents). The other racial groups in Lumo, given common culture, have emulated these accents, meaning most in Lumo possess them.

Image depicts an Orthodox Autartist Temple.

The Prexis of Ani'Mus

Located in the towering forests of a massive vale called the Divagate, Ani'Mus is a unique reconciliation of nature and industry. Having the Vothalis Sodality's residuum mines within its boarders, Ani'Mus has the closest ties of any government to the international corporation. This has given it leverage with which to gain immense access to cutting--edge arcane technology. In sheer arcane advancement, Ani'Mus is rivaled only by Rivenar.

Government

Ani'Mus's government is a Prexis, same as the Highmar Prexis in Lumo. The Satidgrove Prexis, as it is called, is currently headed by Rize Regal, an elven man with ties to the Vothalis Sodality. Is political rival is Gregory Pindrischowser, a gnome and prominent Ani'Mussi Populist. Pindrischowser was once a Juirmid official and an artificer working on self--perpetuating glyphs as a substitute for residuum. He claims his research was destroyed by the Vothalis Sodality. The Sodality denies this, suggesting that Pindrischowser may be attempting to cover up dangerous experiments---citing the fact that glyph tech can become quite unstable as evidence.

The populace of Ani'Mus is largely split between Regal and Pindrischowser. Some think that the Sodality has proven itself as the head of innovation, while others thing arcane advancement shouldn't be spearheaded almost solely by elites or corporations and that Ani'Mus and the Juirmid Commission should take greater action against the Sodality.

Religious Tolerance

Ani'Mus is very religiously tolerant. Having been founded on the ideals of Lorithian Autartism, it places immense value on the free exercise of belief. So long as one doesn't incite violence and jeopardize public health, their beliefs and practices are permitted. Still, cultural stigma tends to exist against Rupturianism, given Ani'Mus's recent war with Rivenar. Further, any attempt to integrate government with religion is met with immense aversion.

Law Enforcement and Military

Like the Highmar Prexis, Ani'Mus has a Domestic Order Core that acts as a guardforce, often referred to as the Ani'Mus DOC. Officers in the DOC wear decorative green and yellow uniforms: brass--infused coats that button down the center and cut off at the waist in a way similar to a two--tailed suit. They also wear tall, rounded helmets of brass. Colloquially, DOC officers are called Brasses, often shortened to asses.

The Ani'Mus military, known as the Ani'Mus National Defense Core (NDC) dress like suped--up versions of DOC officers, wearing brass breastplates and goggled, brass masks.

Image depicts a quiet neighborhood in Kiltenmor, a city in Ani'Mus.

Appearance, Culture, and Aesthetic

Since the formation of Ani'Mus, its people have had a respect for the Divagate: the arcane--infused forest in which they live. This forest was largely destroyed during the fiendish reign of Natholous (see history), but was revitalized following that regime. As such, it is seen by the people of Ani'Mus as a symbol of their culture, freed from the clutches of tyranny. Thus, Ani'Mus's technology has developed in a way that, for the most part, leaves the forest landscape of the Divagate untouched.

Architecture and Tech. Ani'Mus architecture might be characterized as a more dramatic version of Scandinavian architecture, with tall roofs built atop elongated halls. These buildings, composed mainly of wood with brass inlays, are built around, within, and atop the towering trees of the Divagate. The wood is coated in non--flamable substances, and the arcane vehicles (airships, automated carriages, forest--traversing machines called Varithess, and, recently, trains) and machinery that pervade Ani'Mussi cities is muffled, both mechanically and magically, to prevent them from disturbing the surrounding forest too significantly. Cities and roads are lined with arcane devices that prevent the dangerous, magical creatures of the Divagate from encroaching on civilization. All this simultaneous technological advancement and environmentalism is made feasible by the copious amounts of money brought to Ani'Mus by its partnership with the Vothalis Sodality.

Fashion. The average person in Ani'Mus tends to be wealthier than the average person in Fierfar, and much wealthier than the average person in Lumo, Courmund, or the Vildal Province of Rivenar. As such, a greater number of people in Ani'Mus can afford to indulge in fashionable trends, making Ani'Mus not only the technological equal to Rivenar but also, funny enough, its equal in fashion. Two--tailed suits and slim dresses tend to be the most popular in Ani'Mus, contrasting the naval overcoats and lavish dresses of Rivenar. Further, wide brimmed hats tend to be more popular than top hats, which are commonly associated with Rivenarsh culture.

Racial Composition. Ani'Mus is arguably the most racially diverse country in Heilomar. Humans are the largest racial group, but even they compose less than a quarter of the population. Every racial group native to Heilomar, even Dhampirs, compose a significant portion of the country's population.

Accents and Historical Cultural Ties. The founders of Ani'Mus were refugees from Ancient Lorithia who simply wanted to form a new Lorithia. But as the generations progressed, Ani'Mus interacted with the existing cultures of Inousis to establish its own, unique culture. Because it was separated from Goigana and Truvarni for so long, its people didn't maintain their initial accents, developing new ones instead (Midwestern and Southern accents). These make up the most prominent accents in Ani'Mus today. However, large numbers of immigrants ensure that a varied array of accents can be found in Ani'Mus.

Image depicts a portion of Satidgrove, capital of Ani'Mus.

Factions

The Vothalis Sodality

An international corporation run by wizards and artificers, the Vothalis Sodality is the wealthiest and most powerful non--governmental faction in Heilomar.

The Sodality's leadership composed of seventeen members (called Maestros), including three Orchestrators and a Prime Diviner. The Orchestrators act as influential, executive figures within the Sodality, while the Prime Diviner serves as the most trusted councilor within the organization. In matters pertaining to the financial wellbeing or largescale operations of the Sodality, the seventeen hold "Occult Gatherings", wherein they discuss and vote, much like a board of directors. If at least eleven of the seventeen cannot agree, the vote passes to the Orchestrators. If a majority of the fourteen disagree with the decision of the Orchestrators, the decision passes to the Prime Diviner. The Orchestrators have the capacity to administer individual assignments and to take executive actions without the approval of the fourteen in situations where time is of the essence. If orders conflict, the word of the Senior Orchestrator takes precedent. A unanimous vote among the fourteen is required to replace an Orchestrator.

Each member of the Sodality has their own advisors, mercenary body--guards, and pupils. Pupils who show particular promise in dangerous or harmful magic are recruited to train as Vothalis Perils: mage assassins who work for the Sodality. The top students in the Peril Program become Sub--Peril agents, working directly under actual Perils. Those who survive the arduous training process may eventually become Perils and receive assignments directly from the Orchestrators. Currently, there are five Perils.

The Sodality's primary concern is twofold: (1) retain control of the residuum market, which has been acquired through ownership deals with states, as well as intimidation, bribery, and the influence of the Vothalis Perils; (2) advance the arcane understanding of its members without the stifling scrutiny of the Juirmid Commission and its mages or the various governments of Heilomar. Most of the Sodality's actions can be linked back to one or both of these concerns. Further, some members of the Sodality give priority to the first goal, while others give priority to the second. This creates tension within the Sodality. The individual members of the Sodality also have their own goals, frequently attempting to advance their own power and influence over those of their rivals and compatriots.

The Sodality's primary enemies are generally considered the Juirmid Commission and the Ani'Mussi Populists. The Sodality views the Juirmid Commission, a regulatory body over magic items in several countries, as both a nuisance to arcane advancement and a betrayal: an afront on all the Sodality did to stop the Xeerza Regime throughout the Rupturian Epoch. The Populists, meanwhile, avidly oppose the Sodality's financial interests.

Image depicts Southanch, industrial center of the Vothalis Sodality's residuum refinement operations

The Rumination

The Rumination is a network of Autartists who facilitate secret pilgrimages to sacred sites in Rivenar, of which there are many, and who secure safe passage for Autartists and, in some cases, Fierfards and other religious/cultural groups from Rivenar. The Rumination has also worked to harm Rivenar's political structure through espionage aimed at breaking unity between the Coteries. It has also attempted to stoke support for war against Rivenar, so as to free the Vildal Province and, perhaps, bring down Rivenar's Rupturianist regime altogether. The Ruminating Pilgrims are sometimes captured and executed by the Duress (Rivenar's guardforce). But for the most part, the Rumination has become adapt in its aims.

The Rumination is primarily based in Lumo and the Randanab Consortium, and it has safehouses (that periodically switch) throughout Rivenar. Its members include cultivators, who develop and maintain safehouses; winds, who guide pilgrims; and firmaments, who oversee and direct everything. The winds, who are generally clerics, have the ability to magically conceal the appearances of pilgrims, ensuring that Meerani, Ani, and Luman are not recognized and, thus, do not draw suspicion. The Rumination's internal structure is extremely secretive. Many among the Coteries suspect that it is run by the Orthodox Autartist Church, which is headquartered in Lumo.

The Rumination was formed following the War of Western Inousis. It spawned from the spy network of the Orthodox Autartist Church of Lumo as a way to rescue Autartists from the Vildal Province. The Church, and thus the Luman government, continued to support the Rumination in its endeavors. However, Ani'Mus eventually pressured Lumo to cut funding after Fierfar lost the Sovereign's Blessing, so as to maintain the status quo and not embolden Xeerza Rupturianist voices within Rivenar.

Image depicts a Sonneteer performer

The Sonneteers

A loose network of bards, poets, dancers, and actors from Courmund. This association supports artistry and performances, taking small cuts of its members earnings to provide them resources and a financial safety net, hedging against the unpredictability of being a performer. As of late, the Sonneteers have been especially vocal in their opposition to Rivenar's residuum trade. However, some of their more ideologically ardent performers have begun disappearing.

The Juirmid Commission

The Juirmid Commission operates out of their own embassys within Satidgrove, Highmar, Jatasra, (formerly) Culishas, Shalyal, (formerly) Tarewatch, and (formerly) Goridnash. Each embassy is guarded by the guardforce of the host country. A group of seven of mages, clerics, and technocrats (called the Juirmid Executive) from Ani'Mus, Lumo, and Fierfar oversee the Juirmid Commission, though most of the organization is composed of simple clerks, bureaucrats, and laborers. That said, the Commission does also have an investigative bureau (called the Supply--Side Regulatory Bureau, or SSRB) of mages who ensure that the Sodality follows regulations.

The Irate Bannerett

A Fierfard group of warriors dedicated to the principles of Eranouv. They believe the 'ignorant ideologies' of Rupturianism and Autartism must be eradicated through force, for the good of all kith. They maintain significant influence in the Sovereigns' Arm and the Lightspear Delegation (holding sway over the second most influential political party in Fierfar, the Devout Party). Much of Fierfard politics revolves around appeasing the Irate Bannerett without submitting to their ideology. The Bannerett is also known for its prolific writers, who offer provocative accounts of current affairs, bearing an explicit bias towards Devout Fierfardism.

That said, the Bannerett isn't just composed of Devout Fierfards. Some of its members are Rekindled Fierfards who think that the governments of Rivenar and Lumo are sufficiently totalitarian to warrant war and that Kiar is wrong to not engage in warfare. Thus, even the Bannerett is split into two sects, which harbor and uneasy alliance given their common political enemy in Kiar the Rekindled.

The Bannerett is lead by eight Oberste (see section on Fierfard military). Their de facto leader is Otto Vatschnum, a Devout Fierfard who was selected based on his immense success in military campaigns against the Orcs of Kathla. Before him, the leader and founder of the Irate Bannerett was Kalvol Raich, who fought next to Kiar during the Light Rebellion.

Image depicts Eranouv the Blessed.

The Engagés

Each Vampiric Coterie in Rivenar has its own Engagé, or private enforcers. Each Engagé has its own characteristics and specialties. The Ghilamel Engagé, given its naval focus and involvement in residuum production, is known for its swashbucklers and artificers. The Misriel and Damill Engagés, meanwhile, are famous for their well--trained, Xeerza Rupturianist grave clerics. The Vronduke and Zida Engagés, given their associated Coterie's strong ties to Ancient Goigana, are largely composed of adept bloodhunters. The Hansa Coterie, which oversees the Vildal Province, has an Engagé that specializes in inquisition and torture: useful given the large degree of Rumination activity in the area. Meanwhile, the Lournash Engagé boasts skilled rangers, given the dangerous wilderland overseen by the Lournash Coterie.

The Planes

From its origins unto the Day of Descendency, Heilomar has been shielded from the planes: even moreso than Ilthalk and Ionad. The inhabitants of Heilomar have been aware of the existence of otherworldly creatures since the Demon War of Vornmurr. However, any knowledge about the particulars has been especially scarce in Heilomar. When the Kalad was destroyed by the Vothalis Sodality, its leaders caused the extensive libraries and vaults of Natholous to disappear. All the Kalad's secretive knowledge about the planes disappeared. A second surge of clarity occurred when the Fierfards established contact with the Sovereigns. Though even then, the Fierfards knew very little about the planar structure.

Things started changing after the Day of Descendency, when the Celestial Ward fell. Now, it was possible for powerful individuals in Heilomar to see into the planes, and even travel to them. The Vothalis Sodality and a number of prominent mages are gradually gaining immense knowledge about the planar structure. That said, it's very expansive and any attempts to use planar research to prove or disprove Autartism, Rupturianism, Fierfardism, or any other religious doctrine have come up inconclusive.

The Quadrant Diagram

The planes can be divided into four quadrants: Seira (order), Megaleio (good), Diatarachi (chaos), and Chamilos (evil). These quadrants are separated by planar 'spikes' or 'forces,' each spike named after the quadrants which it exists betwixt: good or evil followed by law or chaos (e.g. the Megaleio-Seira). The planes are also divided into four 'rings,' each representing a different aspect of reality. These rings surround the Material Plane and are divided into the quadrants, such that each quadrant has four layers. (See personal diagram for clarity.)

The rings have been termed, from innermost to outermost, Phenor, Ethien, Retosis and Ontos. Phenor, the closest to the Material Plane, has been linked to experience, perception, epistemology, and emotion. Within its segments, or planes, sensations are heightened and emotions tend to display themselves more dramatically. Ethien pertains to morality, ethics, and axiology. Within its boundaries, senses of righteousness, goodness, evil, or nihilism are heightened. Further, it has been repeatedly shown to be the apparent source of clerical magic. Then there's Retosis, which seems to be linked with some other form of perception or, perhaps, with an objective reality: giving rise to tangible, observable entities that may exist independent of observation. Such possibilities are corroborated by the fact that those who've entered into Retosis have apparently experienced an almost unimaginable degree of clarity, before going mad shortly after returning to the Material Plane. Finally, there's Ontos. Scholars know this fourth ring exists, as some individuals have crossed into it, thereafter never returning.

Scholars suspect that Ontos concerns and even more fundamental aspect of reality than Retosis, giving rise to some sort of objective ontology: an unimaginable clarity not of the senses, but of the mind. An apprehension of what truly exists independent of perceptual experience. But that's just an educated guess founded on pattern. Each quadrant has a segment of each ring. These segments act as separate planes. Within the Phenor Ring, the planes are as follows: Occultros, the plane of reason, is a place of elevated rationality and intelligence, being the origin of arcane energy that allows mental faculties to grasp ahold of the essence of Retosis to change reality; Amane, the plane of empathy and love, is a place of elevated emotional connection to others; Skepti, the plane of madness, is a place of immense confusion; and Odium, the plane of sadism, is a place which promotes the will to harm others for enjoyment, vindication, or selfish hate.

The planes of Ethien are as follows: Nomos, the plane of order and the value placed on structure; Kalos, the plane of righteousness and a sense of good; Umbra, the plane of the value of freedom and chaos; and Kakos, the plane of nihilism.

Retosis is somewhat different. As opposed to being divided into four separate planes, it seems to exist as two: one located within Megaleio and Seira, and one within Chamilos and Diatarachi. The former is Fysi Seira, the plane of natural order, and the latter is Athlia Voulisi, or the plane of warped reality. The former is apparently a place of cosmic order. The latter is apparently a place of entropy and corruption.

Magic and the Planes

Phenor acts as a bridge between the mental faculties and experiences of sentient creatures and the more fundamental planes of Ethien and Retosis. What most call magic arises when kith and other beings use this bridge to access the essence of Ethien and/or Retosis.

The mechanics behind this are rather complex, though scholars have begun to understand them by casting spells and tracing their origins via the observations of individuals within the planes. They've discovered that the Planar Spikes pierce through the Planar Rings and the borders of the Material Plane, creating tiny tares in reality through which the energy of the various rings suffuse in small amounts. These drips of energy are what give rise to the qualities of the Material Plane, including the minds (created from the energy of Phenor), souls (created from the energy of Ethien), and bodies (created from the energy of Retosis) of kith and other beings. Without this flow of energy, many scholars believe the Material Plane would be little more than an empty void. In any case, once this energy is separated from its source, it looses potency, something arcadynamicists refer to as 'the Mundane Effect.' However, certain techniques can 'reignite' this potency. It's through this process that magic arises.

Magic is essentially the result of bonds breaking between 'being fragments' and 'Retosis energy.' First, being fragments----particular portions of the mind----must be temporarily detached from the caster. This is generally activated through specific techniques----movements, sayings, and thoughts----that activate 'higher experiences,' or sensations that mimic those that occur within Phenor.

(These are the verbal and somatic components of spells.) This makes the being fragment temporarily mimic the properties of pure Phenor energy. This process can also function to create being fragments from the soul, using specific techniques to 'reignite' a portion of the caster's soul in order to mimic pure Ethien energy.

Because like forms of Planar energy adhere, the being fragment is then pulled towards a Planar Tare through which Phenor/Ethien energy is seeping. Before the mimicry effect wares off, the fragment also binds with small amounts of Retosis energy at the Planar Tare. (Certain pieces of objective reality, used in particular ways, can also aid in this process. These material components are broken down into more pure Retosis energy that intermingles with the being fragment, making the fragment adhere to more Retosis energy at the Planar Tare.) The mimicry then wares off, causing the being fragment to loose adhesion with Phenor/Ethien energy and return to the caster, bringing with it the newly bound Retosis energy. Shortly after the being fragment returns, the bonds it has with the Retosis energy ware off. As the Retosis energy separates from the being fragment, it manifests in some effect on reality. This effect is called magic.

Different magic techniques reignite different portions of the mind/soul, which in turn attract to different types of Phenor/Ethien energy and, thus, adhere to different types of Retosis energy. The type of Planar Energy is determined by its ring (Phenor, Ethien, Retosis, and Ontos) and the plane within that ring. Wizardry, for instance, works almost exclusively to cause adhesion between a being fragment and the Phenor energy of Occultros. Clerical magic causes adhesion to different types of Ethien energy, depending on the caster's domain. though must draw on energy from Ethien to access Retosis. Blood magic works through Kakos to directly access Retosis. Druid magic works through Amane to directly access Retosis. And so on and so forth. Different spells within a single type of magic also use slightly different being fragments which, in turn, bond to different types of Retosis energy to produce specific spells.

Arcadynamics is the study of these processes.

A Note on Spell Slots and Residuum

When the detatching force of spell components ware off and the soul/mind bind with energy from Retosis and returns to the caster, a very small portion of the soul/mind is left behind, bound to large 'chunks' of energy from Retosis that keep it from returning to the caster. This is why casting spells is taxing: thereafter, it takes time for the mind/soul to heal.

The bits of the mind/soul still bound to energy from Retosis remain and build up along the tare, forming a substance called Residuum. Using certain alchemical methods, the bonds between these mind/soul fragments and the energy from Retosis can be broken. This gives rise to a burst of magical energy. Because the small portion of a being fragment and the Retosis energy to which it is bound have remained bound for so long, neither being able to fulfill its natural function(s) (which requires separation), both forms of energy become 'stark.' They don't correspond with any particular natural or magical function. Breaking the bond between them simply results in a burst of arcane energy.

As such, Residuum does not produce specific magical effects in the same way spells do: it simply creates a generic burst of arcanum.

However, this can be channeled into specific spell effects through the use of glyphs, runes, and so forth.

Residuum mines exist around the physical manifestations of Planar Tares. The Chamilos-Seira pierces into the Material Plane in Southern Kathla and is currently controlled by the Coteriel of Rivenar. The Megaleio-Seira exists directly under the Dermon South and is controlled by the Vothalis Sodality. The other two have yet to be discovered on the Material Plane, though interaction with them on other planes has allowed scholars to discover that they do, indeed, exist.

An Arcadynamicist's poorly--drawn rendition of the Quadrant Diagram.

Lament of the Blind Lyrics

Measure changes are indicated by "|"


Timestamp: 0:37

You saw them in bloody bliss, | and you wanted it.

You forsook your natural oath, | oath to hate them all.

Basking in their | light...

You made us so very | blind. And...


Timestamp: 1:04

[Voice One] I was made without my own. | [Voice Two] Will was never ours to have.

[One] No face beyond mockery. | [Two] No hand without red stained claw.

[One] Now I'm trapped in dark. | [Two] So I took your crown.

[One] Your deluded dream my curse. | [Two] Your twisted smile across my face.


Timestamp: 1:32

Fighting for a broken truth, | and we hate the blood.

Picking up the pieces where, | where you left them to...

Burn alongside | light...

Taking it all from the | blind. But...


Timestamp: 2:02

You saw them in bloody bliss, | and you wanted it.

You forsook your natural oath, | oath to hate them all.

Basking in their | light...

You made us so very | blind. Oh...


Timestamp: 2:29

How could I, how could I | not see the lie?

Why was I, why was I | so reviled by sight?

I want so badly to | blame another.

But my tired reason | won't allow it.

Darkness is fire | brightness is cold.

Flame of purpose | now doused regret.


Timestamp: 3:39

You saw them in bloody bliss, | and you wanted it.

You forsook your natural oath, | oath to hate them all.

Basking in their | light...

You made us so very | blind.


Timestamp: 4:17

For her majesty on high, | blossoms of moonlight.

For the souls lost to her dark, | dark designs of fire.

How can we all see, | yet be made so very blind? With...

Radiant swords, a blessed charge, | charge to ensure choice.

Recognition of our plight: | forced to pay jailers.

How can we all see, | yet be made so very blind? We're...


Timestamp: 5:11

Fighting for a broken truth, | and we hate the blood.

Picking up the pieces where, | where you left them to...

Burn within the | dark...

Taking it all from the | blind. Blind.

 

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