Sanctuary of Leniency

Ervenian Era, 1051 AB
The Sanctuary of Leniency is Tamara’s realm, where it rests along a bright, branching reach of the River Okyanus in Amoria, a sun-warmed river-valley of hospices, cloisters, and orchards where the first light of day seems to linger. Here, mercy is practice as much as principle: dragons come for compassionate release or healing, petitioners learn how to mend rather than punish, and wrongdoers who truly repent are steered toward restitution instead of ruin. Brass and copper dragons roost on terraced bluffs above waterside sanctuaries; agathions, hollyphants, and phoenixes keep gentle ward; and the great bell of clemency tolls only when contrition is real. The realm’s courts do not spare evil from consequence, they temper justice with consent, truth, and the preservation of life. Okyanus ferries carry pilgrims from across Amoria; sunbeams slip through apricot boughs onto white-stone walks; and every lane ends at a threshold where someone will meet you with water, bread, and a place to rest.  
Customs and Law
Share water, bread, and a true name beneath a hospice awning; hospitality and frank speech bind all parties until the next bell.   Healing, release, or return from death proceeds only with the soul’s willing assent; proxies cannot coerce the departed back to pain.   First recourse is care, mediation, or guided restitution. If danger persists, firm defense follows, never cruelty.   Harm is repaid by acts of repair, service, teaching, healing, ward-keeping—recorded in sun-script and witnessed by bell and river.   Strength is for protection; triumph without spite; never prolong harm for spectacle; dragons model restraint for the young.

Geography

Notable Locations

Hall of the Seven Rays
The central court for clemency hearings and oaths of restitution; star-windows cast shifting bands of light as testimony turns honest.  
Hatchery Groves
Warm, warded orchards where draconic eggs are tended and guarded; oaths here bind mentors to fledglings by choice, never compulsion.  
The Kindly Kiln
A phoenix-kept sanctum where tainted remains are purified and interred with honor; no spark taken from here will fuel harm.  
Scriptory of The Elysian Word
A sun-lit scriptorium where copies of The Elysian Word are illuminated and sent to hospitals and hospices across the Upper Planes.  
Isle of Quiet Release
A willow-ringed island where those at journey’s end choose peaceful passing; the river carries their memory onward, the realm carries their lessons.  
Seven-Point Basilica
A star-plan complex of pale stone and warm wood, each nave devoted to a mercy, Healing, Release, Truth, Restitution, Protection, Renewal, and Light. Its great bell rings only when contrition is genuine.  
Hospices of the Dawn
Open-air courtyards with linen awnings, herb-gardens, and sung chapels; every hospice faces east to catch Oceanus’s first gleam.  
Isles of Quiet Return
Willow-fringed islets where end-of-life vows are heard and honored; silver skiffs bear the consenting across calm water for peaceful passing.  
Ptarian Cloisters
Sun-arcades where the Ptarian Code is taught alongside Tamara’s Mercy Codicils; spar-rings favor nonlethal forms and restraint techniques.  
Heliodor Walks
Paved paths inlaid with yellow-green stone; stepping onto them after forgiveness is granted feels lighter, as if shame drops from the shoulders.  
Phoenix Courts
Terraces of white stone and braziers that burn without smoke; here undead remains are sanctified and laid to rest, never raised again.  

Travel and Access

Okyanus Quays
Ferries and living boathouses ply calm reaches to other Amoria towns and onward toward the The Beastlands, Bytopia and Arborea.  
Bridge of Concord
A radiant span appears when a dragon and a mortal swear a joint vow of protection; it fades at first dusk after the vow is fulfilled which brings to Platinum Palace.  
Sun-Road to Sol Aureum
After a successful dawn vigil, a golden stair ascends toward Helios’s realm for shared festivals and oaths of renewal.  
Silver Door to the The Land of Recovery
A willow-arch opens for healers which leads to Agonis' realm.  
Library Thread
Speak a cited mercy you enacted at cost and a side-aisle leads to the Library of All Knowledge for study and counsel.  

Inhabitants

Petitioners of the Light
Healers, midwives, redeemed oath-breakers, and keepers of last rites reborn with steady hands and warm voices; many serve ferry-watch on Okyanus.  
Draconic Kindred
Brass and copper dragons (with gold and silver guests) mentor and guard; dragon-whelps play under careful eyes near the Hatchery Groves.  
Agathions and Friends
Leonals, avorals, hollyphants, baku, and phoenixes ward gates, carry messages, and stand witness at clemency hearings. There are also many Angels here.  
Wardens of the Star
Tamara’s clergy, dragon and non-dragon alike, identified by seven-rayed pendants; they arbitrate restitution and bar predation by undead.

Localized Phenomena

Clemency Bell
When a penitent truly understands their harm, the basilica bell tolls; sentences soften into acts of repair and paths home shorten.  
Peace of Amoria
Open violence dulls, blades feel heavy, voices ease; those who choose parley find doors (and hearts) opening.  
Witness Mist
In spray and dew, kindly truth carries; spiteful falsehood clots on the tongue and simply won’t travel.  
Sun-Shadow Test
Demands born of vanity or vengeance cast a chill eclipse over their speaker; step back, reconsider, and the warmth returns.  
Mercy’s Preference
Healing, restoration, remove disease/curse, atonement, calm emotions, sanctuary, and communal wards last a little longer or reach a little farther.  
Daybreak Gifts
Daylight, sunbeam-flavored effects, and revelations that expose deceit feel clearer; harmful glamers used to excuse cruelty tend to unravel.  
Releasement
Effects that end conditions (fatigue, fear, charms) or lay the dead to rest find easy purchase; undead-animating magics strain or fail.  
Appointment Travel
Way-walks/teleports keyed to declared care (aid, vigil, last rites) arrive on the mark; purposeless hopping meanders by sunny lanes.
Trait Type
Description
Gravity Normal.
Time Normal time. Petitioners do not age further..
Shape & Size Mildly morphic; within divine realms (e.g., House of Nature) it is divinely morphic.
Morphic Traits Responsive morphic (benevolent): paths, doors, and wards subtly realign to favor care, consent, and honest atonement; coercive layouts “un-knot”.
Elemental Energy None Dominant
Alignment Neutral Good.
Magic Good magic, healing, restoration, remove disease/curse, atonement, daylight/sun effects, protections keyed to mercy or rescue are enhanced. While Evil magic, fear-dominations, slavery bindings, soul-harm necromancy, and undead creation areimpeded; resurrection requires the soul’s willing assent (and is gentler here when consent is freely given).
Type
Dimensional plane
Location under
Owner/Ruler

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