D A W N H O L D

The citadel of Dawnhold is reminiscent of the legendary city of Ailos. A gleaming citadel situated at the mouth of a mountainous valley filled with trees that possess white bark and golden leaves, Dawnhold lives up to its namesake. It is situated so that the gates of the citadel face the west and the sun rises in the east serving as a backdrop that illuminates the white stone of the structures. Approaching the gates of Dawnhold will see one greeted by the ranks of the Dawnmartyr Order who watch over the citadel and the valley beyond it. The stones of the citadel remain unblemished no matter the state of the world around them and the interior of the citadel’s structures remains cool no matter the weather. It invites an open and airy feel to it reminiscent of the celestial realm it seems to have been conjured from. Within the citadel and across the lands that are within its purview, light shines brighter, purer and exudes an air of Hope for those in search of it while striking fear in those who would seek to do an injustice near it.
Off Topic
Talon has enacted Archmagic to accomplish the following:
Illuminarcas, the small settlement has been remade into Dawnhold, the Citadel of Light. It has the following features:
Demigod's Cathedral [Dawnhold] - A demigod’s cathedral is a place made sacred by them. It is the bastion of their godly might and is a realm where they reign in absolute supremacy as the prime deific power in that area. This can be a literal temple or cathedral, a fortress, a forest glade, or any such place the demigod deigns to claim as their own. The demigod infuses this location with a great deal of their time and power causing it to exist partially in the realm of the mundane and within the Aetherium. As a result, this haven for the demigod is subject to their interpretation of what reality in that space should look and act like. While they cannot break the laws of reality, as they are not a greater-ranked deity, they are able to bend them.
Stones of Light - The alabaster stones of Dawnhold have been bathed in the cleansing light of Arcas himself. As such, the grounds, structures, and space that comprises Dawnhold is considered consecrated against the influences considered to be the antithesis of all that Arcas stands for including Undead, Mistspawn, Voidspawn, and even the magic of Nyx cannot be wielded while within Dawnhold.
Incorruptible - As a bastion of Light, Justice and Hope, and thus a place of purity, those who reside within Dawnhold cannot be compelled to act against their true nature. This translates to immunity to the corruption of the Dread Mists while within it and the forbiddance of mind-altering effects that would compel the individual to act against their true selves such as with Mesmeric influence.
Faith of the Justicar - So long as the Fire of Justice burns in one's heart in true faith to Arcas, those who dwell within Dawnhold are empowered with heightened strength, agility, and stamina as though with Dominion as described on the Eminence Emblem page. This manifests at the Acolyte level.
Illuminarcas, the small settlement has been remade into Dawnhold, the Citadel of Light. It has the following features:
Demigod's Cathedral [Dawnhold] - A demigod’s cathedral is a place made sacred by them. It is the bastion of their godly might and is a realm where they reign in absolute supremacy as the prime deific power in that area. This can be a literal temple or cathedral, a fortress, a forest glade, or any such place the demigod deigns to claim as their own. The demigod infuses this location with a great deal of their time and power causing it to exist partially in the realm of the mundane and within the Aetherium. As a result, this haven for the demigod is subject to their interpretation of what reality in that space should look and act like. While they cannot break the laws of reality, as they are not a greater-ranked deity, they are able to bend them.
Stones of Light - The alabaster stones of Dawnhold have been bathed in the cleansing light of Arcas himself. As such, the grounds, structures, and space that comprises Dawnhold is considered consecrated against the influences considered to be the antithesis of all that Arcas stands for including Undead, Mistspawn, Voidspawn, and even the magic of Nyx cannot be wielded while within Dawnhold.
Incorruptible - As a bastion of Light, Justice and Hope, and thus a place of purity, those who reside within Dawnhold cannot be compelled to act against their true nature. This translates to immunity to the corruption of the Dread Mists while within it and the forbiddance of mind-altering effects that would compel the individual to act against their true selves such as with Mesmeric influence.
Faith of the Justicar - So long as the Fire of Justice burns in one's heart in true faith to Arcas, those who dwell within Dawnhold are empowered with heightened strength, agility, and stamina as though with Dominion as described on the Eminence Emblem page. This manifests at the Acolyte level.
The Temple of Light

The Hall of Justice

“I am the fire of the Dawn. I am the light that rebukes the wicked. In the flames of righteous anger, I have been forged. Bring now the morning, for by my fury, I shall usher in the promise of a new day.”
One of the most prominent structures in Dawnhold, the Hall of Justice is the residence of the Warforged Paladins and their Aspirants. Any traveler who seeks to join the ranks of the Dawnmartyrs as a Warforged will inevitably find their way to the Hall of Justice. This structure serves as a barracks, school, and communal hall for the warriors of the Dawnmartyr Order. It is where they gather to learn what it means to be a paladin of the Order of the Dawnmartyr and to uphold the traditions associated with that heavy mantle.
When most people think of a Dawnmartyr, they think first of the Warforged. The Paladins of the Dawn, these warriors are the frontline fighters of the Order. Rigorously trained in feats of physical prowess, melee combat and strategy, the Warforged made up the bulk of the Dawnmartyr Order. These warriors are unrelenting in their pursuit of justice and their refusal to back down in the face of what they believed to be acts of atrocity or terror. To exchange blows with a Warforged Dawnmartyr is to go toe to toe with a warrior that has few equals. The Warforged are characterized by their rigid adherence to military discipline and focus. It was not without reason that the upper ranks of the Order were comprised primarily of Warforged Dawnmartyrs in days of old. As is often the case, the Warforged are the first to answer the call to assist those in need. It is extremely common to see Warforged guarding caravans, helping with rescue missions, and pushing to assist communities to be able to stand on their own two feet. Frequently, Warforged Dawnmartyrs are called upon by community leaders around Kalzasi to come train local militia in order to better enable them to protect themselves.
Off Topic
Requirements to becoming a Warforged Paladin at the rank of Knight.
Reaving: Must be initiated in and demonstrate full competency. | 50 XP (Journeyman)
Longsword | Greatsword | Greataxe | Warhammer or other melee weapon: 50 XP (Journeyman)
Shield: Must be able to wield a regular shield (not magically conjured): 50 XP (Journeyman)
Riding: Must have 5 lores in Horseback and 5 lores in Gryphonback | 25 XP (Apprentice)
Tactics: Must have a minimum of 10 lores in group tactical combat | 25 XP (Apprentice)
Survival: Must have a minimum of 10 lores in basic survival skills | 25 XP (Apprentice)
Leadership: Must have a minimum of 10 lores in leadership under duress | 25 XP (Apprentice)
Reaving: Must be initiated in and demonstrate full competency. | 50 XP (Journeyman)
Longsword | Greatsword | Greataxe | Warhammer or other melee weapon: 50 XP (Journeyman)
Shield: Must be able to wield a regular shield (not magically conjured): 50 XP (Journeyman)
Riding: Must have 5 lores in Horseback and 5 lores in Gryphonback | 25 XP (Apprentice)
Tactics: Must have a minimum of 10 lores in group tactical combat | 25 XP (Apprentice)
Survival: Must have a minimum of 10 lores in basic survival skills | 25 XP (Apprentice)
Leadership: Must have a minimum of 10 lores in leadership under duress | 25 XP (Apprentice)
Arena of the Chosen

The training grounds for the Warforged Paladins is referred to as the Arena of the Chosen. It is where the many seasoned knights gather to train their aspirants in the ways of martial combat that is expected of the paladin order. There are various spaces for the knights and aspirants to utilize with the arena and equipment is supplied to suit their needs. The arena is outfitted with various Lightforged Crystals that assist warriors in their training.
Lightforged Crystal Constructs
The Lightforge Crystals are an extension of the Divine of Light’s ability to manipulate and bend light into take illusory shape. As such, the crystals are capable of constructing and projecting into the arena various opponents that warriors can interact with. These lightforged constructs will behave much like their real-life counterparts and while they are non-lethal, they are an effective tool in training warriors in how to deal with real-life threats and scenarios. Additionally, tapping into one of the Lightforged Crystals can allow them to alter the landscape of the arena to suit various training scenarios. As all of Dawnhold is a space controlled by the Divine of Light’s will, he has allowed the crystals to influence the landscape of the arena in that limited space.
Sentinel’s Rest
“I am the vision of the Dawn. I am the light that quests for what the shadows seek to hide. No evil shall escape me, for there is no road I cannot travel. Follow me into the unknown. Where there is darkness, I shall light the way.”

Often viewed as the dark side of an otherwise beacon of light, the Pathfinders of the Order are the members trained in spycraft and advanced scouting. They are the trackers of the Order and in some cases, serve as assassins dispatched to deal with threats before they can grow out of control. These are the warriors that toe the line between the light and dark and in many cases are often misunderstood. The Order of the Dawnmartyr views them as invaluable but they were not always as warmly received as other sects of the Order in older times. However, the Dawnmartyrs are not blind to the tactics of both their enemies and those who seek to bring harm to those that call upon them. Sometimes the more effective approach to dealing with a threat is to ensure that threat never manifests at all. Pathfinders are hunters, survivalists, and sometimes serve as agents employed to undermine plots that threaten what the Order views as its imperative to protect those in their charge. Pathfinders are by far the members of the Order most well versed in the ways of the world. It is common for Pathfinders to study various cultures, histories and habits of the places that they visit in order to better ingrain themselves in their environments.
Off Topic
Requirements to becoming a Pathfinder Seeker at the rank of Knight.
Reaving: Must be initiated in and demonstrate full competency. | 50 XP (Journeyman)
Daggers | Rapier | Bastard Sword | Shortsword or other melee weapons: 50 XP (Journeyman)
Ranged: Archery or Gunslinging with either pistols, rifle or sniper rifle: 25 XP (Apprentice)
Riding: Must have 5 lores in Horseback and 5 lores in Gryphonback | 25 XP (Apprentice)
Spycraft: Must have at least 10 lores in espionage related activities | 25 XP (Apprentice)
Survival: Must have a minimum of 10 lores in basic survival skills | 25 XP (Apprentice)
Stealth: Must have a minimum of 10 lores in concealment under duress | 25 XP (Apprentice)
Reaving: Must be initiated in and demonstrate full competency. | 50 XP (Journeyman)
Daggers | Rapier | Bastard Sword | Shortsword or other melee weapons: 50 XP (Journeyman)
Ranged: Archery or Gunslinging with either pistols, rifle or sniper rifle: 25 XP (Apprentice)
Riding: Must have 5 lores in Horseback and 5 lores in Gryphonback | 25 XP (Apprentice)
Spycraft: Must have at least 10 lores in espionage related activities | 25 XP (Apprentice)
Survival: Must have a minimum of 10 lores in basic survival skills | 25 XP (Apprentice)
Stealth: Must have a minimum of 10 lores in concealment under duress | 25 XP (Apprentice)
The Crucible

The Silver Tower
“I am the illumination of the Dawn. I am the light that banishes the shadow of ignorance and fear. Where there is terror, I shall bring peace. Where there are lies, I shall speak truth. Speak now your mysteries, for by my will, there will be an answer.”

These knights focus primarily on unlocking the mysteries brought about in the wake of the Sundering. Through their efforts, they brought new understanding of the forces of magic and aether in the new era in the wake of that calamity. Of all the Dawnmartyrs, the Spellforged are the ones most known for their near-unbreakable force of will. To wield magic in the Age of Sundering was to invite the threat of madness and an inability to control their powers on a level not seen in millennia. While this threat diminished over time as the influence of the Dread Mists were reduced and the veil slowly healed, the Spellforged retained this hallmark trait. Often the Spellforged are called upon to assist in dealing with rampant magical forces, to combat otherworldly threats, and routinely serve as advisors in scholarly matters. They are known to be shrewd diplomats and able negotiators. When roused to use their powers, they are either an inspiring or terrifying sight to behold as among the ranks of their Order, none can match them in their arcane prowess.
Off Topic
Requirements to becoming a Spellforged Magepriest at the rank of Knight.
Reaving: Must be initiated in and demonstrate full competency. | 50 XP (Journeyman)
Magic: This can be another form of Personal Magic or a World Magic | 50 XP (Journeyman)
Magic: This can be another form of Personal Magic or a World Magic | 25 XP (Apprentice)
Riding: Must have 5 lores in Horseback and 5 lores in Gryphonback | 25 XP (Apprentice)
Leadership, Persuasion or Diplomacy: Must have at least 10 lores in social persuasion related activities | 25 XP (Apprentice)
Psychology: Must have a minimum of 10 lores in basic psychological studies | 25 XP (Apprentice)
Philosophy: Must have a minimum of 10 lores in religious philosophy related to Arcas | 25 XP (Apprentice)
Reaving: Must be initiated in and demonstrate full competency. | 50 XP (Journeyman)
Magic: This can be another form of Personal Magic or a World Magic | 50 XP (Journeyman)
Magic: This can be another form of Personal Magic or a World Magic | 25 XP (Apprentice)
Riding: Must have 5 lores in Horseback and 5 lores in Gryphonback | 25 XP (Apprentice)
Leadership, Persuasion or Diplomacy: Must have at least 10 lores in social persuasion related activities | 25 XP (Apprentice)
Psychology: Must have a minimum of 10 lores in basic psychological studies | 25 XP (Apprentice)
Philosophy: Must have a minimum of 10 lores in religious philosophy related to Arcas | 25 XP (Apprentice)
The Athenaeum of Light

The Repository

The Aviary


