Amarillia
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The Vibrant Nation
Score 498
02/16/26Some time after the End of the Third Age, but before the Last War, the Suns of Pelor became the dominant force in Amarillia. This was due to several factors, most notably their organization and execution of the Brightest Day, during which Quintus Barclay was ousted as Rule-of-Three, the Cambion son of Graz'zt. Tira Miron's sacrifice to see the Death of a Cambion further aided in growing the group's notoriety. In addition, the Sons's defense of Castle Vibrant (see "Meanwhile, on the Material Plane - Part 2") helped to solidify their status even more.
The first Suns of Pelor Stronghold was located in Amarillia during the Third Age, and most of the people of the nation now follow this faith. During the Last War, the people of Amarillia chose to set aside the rule of the monarchy and to embrace the leadership of the church. For the last 70 years, Amarillia has been a theocracy. The head of the state is 11-year-old Jaela Daran, the divinely selected Keeper of the Flame. Jaela depends on the Council of Cardinals to perform the practical work of running the nation.
The primary purpose of the Suns of Pelor is to defend the innocent from supernatural evil. The church has always had a militant aspect, with battalions of templars and peasant militias prepared to face undead, lycanthropes, or other monstrous threats. But compassion and charity are core values of the church, and the templars are tasked to defend all innocents. Even during the Last War, if a fiendish threat arose in Hosuth, Amarillian templars would ally with the locals to bring an end to the threat. Not all Amarillians rise to this ideal. Zealous Amarillians believe the church is destined to reunite the Verdant Realm under the Suns, and corrupt priests are interested only in power and wealth.
Not all priests are clerics, and the typical templar is a mundane warrior; however, due to the deep faith of its people, Amarillia produces more clerics and paladins than any other nation in Argones.
Faith is part of daily life in Amarillia, and divine adepts provide important services. Magic is also common in Amarillia. Everbright lanterns light the streets while magewrights and wizards practice their trades, though there are fewer of them than in other nations.
Every town has a militia ready to deal with supernatural threats, and people stand together to fight darkness. Champions of the light find support and hospitality, but any character who dabbles with dark forces - necromancers, warlocks, and the like - finds Amarillia a dangerous, unwelcoming place.
The feudal system of nobility remains in place, but ultimate authority rests in the hands of the church. Queen Diani ir'Wynarn is the "blood regent," serving as a symbolic advisor to the Keeper of the Flame. A small fraction of the population would like to see the traditional monarchy restored to power.
Amarillia is home to many magic initiates who have a close bond to the Suns of Pelor. Archery is a devotional practice of the Suns, so martial Amarillians may be sharpshooters or focus on other archery-related combat styles. Amarillia also produces many acolytes who have a strong connection to the church, as well as soldiers in service of the templars.
Some Amarillians support the theocracy while others seek to have power restored to the throne. Many people of faith believe that miring the church in politics distracts it and invites corruption.
The Shadow in the Flame can tempt even the most virtuous soul. In a world where corruption and greed rein supreme, there are still those select compassionate individuals who seek to lead people to the light. Some are even zealots determined to crush all darkness.
The Last War is over, but deep rifts remain between Amarillia and its neighbors. Aeranian war magic created a blasted wasteland between the two nations. To the east, the conflict with Azinth left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Azinthian retreat.
For most, these grim reminders of war strengthen Amarillian resolve. The common people are united by their faith and sure of the righteousness of their cause. The Suns of Pelor urge people to stand together in the face of evil, and across the nation, villagers work together to repair the damage inflicted during the war. People in an Amarillian village regularly cooperate to raise a barn or practice archery in the fields.
The Suns urge their followers to feel compassion for all people, which often proves a more difficult challenge. Amarillia has never forgiven Azinth for its use of undead soldiers (see "EVENT"), and many Amarillians are quick to imagine all Azinthians as agents of darkness. Likewise, Amarillians have bitter memories of the conflict with Aeranus, and Aeranian wizards or eldritch knights receive a cold reception.
For most Amarillians, the war strengthened their faith and drew them together; however, some question the validity of theocratic rule. Such doubt can be found even among the most devout followers of the faith; such people fear that the merging of temporal and spiritual authority distracts the church from its proper mission. If these doubts spread, a serious faction might seek to restore Queen Diani to power.
Thaliost is another open wound. The Council of Cardinals is determined to hold onto this prize, but it is a bitter point of contention with Aeranus and a constant source of tension and violence.
Connections
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