Airious

Airious' Founding.
Airious was founded on the core beliefs of Zelphair; to contain anger, to promote, and preach peace, and to have the Skies as a safe-haven to all Zephyr's. Also, though, due to Alec's high-regards to Thyvor, many Laws and beliefs came from there, a thirst for knowledge of the winds, peace above all else, Alec may not want to admit it, but his first home in Templehelm would always pave and mold his path in this land now. The need for Airious to be createst was due to the Second Deitokas, or the 'Land-movements' as Zephyr's have come to call it, during this troubling time, the Father of the Winds came to Alec, asking him to create a place that Zephyr's would be safe, for the Children to flourish, as pious as Alec is, he complied. For the most part, Alec waited until the Deitokas had come to rest, and Templehelm began reconstructing itself after such a devastating time. The founders, Alec and 'Doyle' (The secret name given, to hide from Netherna's wrath,) both helped in finding the area; Doyle found it first, a great Savannah, rising from the earth in chunks, it seemed the Land here was reaching for the skies, eager and waiting to join the ranks of the Winds. So the highest point was found, and a small encampment set. During these times, Alec traveled alot, it was these travels that led him to find the first people of Airious, Zedrus and Zyrus, twins. Alec found them in a beautifully crafted home, they were barely adults, yet they lived on their own- being the kind man Alec was, he offered them a home with others of their kind, Zephyr's, and they accepted, joining the ranks of the winds. In due time it was found Zyrus, the female half of the twins, was the master builder who created their old-home, she was also willing to create Airious, for the kindness the Zephyr's had shown to her meager family. They erected the flying Isle first, it was a great feat, with many Zephyr secrets keeping it afloat. Then, Zyrus began building, her methods were astonishing to watch, it was like a great artist, with the skies as her easel. Thus, Airious, Capitol began.

The Lore and Teachings
Airious' Zephyr's, once a kind, and fair folk, Pre-Deitokas, thought all souls to be of equal measure, setting the true example of peace that the Father wishes for mortals. However, living on Isle's, away from normal folk, the teachings have slowly twisted, once believing all folk to be equal, and peace to be achieved through non-combatant methods, their ways have changed.

The Literal Ideal

The Skies are above all else in the land, therefore the Literal Ideal encompasses that, as the Airian's have gone living in their Isle's, they watch below on the land-dwellers, seeing them in their war itching glory, and slowly, teachings of the Literal Ideal came to Airious, it is now the largest Ideal, considered to be true amongst almost all Airious Zephyr's.

''The Sky, above all else in Ateon, what is above, is the natural rulers. Therefore, it is the Zephyr's who truly control the land, and the Land-dwellers that reside there. Only the Heavens are above the Skies, so only the Father is above his Children.''

What once was said as a joke about the Land-Dwellers, has slowly twisted in Airious, it is now considered correct, although, the Airious Zephyr's have too much respect for themselves to explain so to a Land-Dweller, the literal Ideal remains between the Zephyr's, to laugh about at the Land-Dwellers expense.

The Rules of Peace.

From being so cut-off from the rest of Templehelm, in their Isle, the Airian's soon forgot about loss, and bloodspill, their ideals for peace among all else had soon been forgotten, as peace had already been found on the Isle, the long path to it had ended. Only when a wondering Zephyr in flight had been shot down by a bloodthirsty Land-Dweller did the Rules of Peace begin. Since the path to peace had been lost, as peace, in the Zephyr's eyes, was achieved, it was time to create the path again, defining the Rules to achieve peace, which are as follows;

1. It is not possible to achieve peace, unless all parties are equal to each other, as spite and vengeance will ensue, for that is the nature of Land-Dwellers, so, to strive for our aims of peace, an eye will be taken for an eye, an arm, taken for an arm, a life, for a life. For it is the way, the path to peace.

2. The Land-Dwellers live a rash, unforgiving live, much opposed to that of a Zephyr, war is inevitable in their mists. Therefore the second rule, on our strife to peace. A Zephyr of Airious may not involve in the waring of Land-Dwellers, unless the first rule needs to be amended, in the instance of this rule making, one of the flock was killed by a Land-Dwellers, so the Land-Dweller's nation must have one death, so that the path of peace can not falter.

3. The path of peace is not forged so all arrive at the end at the exact same time, some find peace before others, therefore, as the ones closest to peace, it is up to the Zephyr's of Airious to hold a safe, peaceful home in the skies, and in the land-dwellers domain, so all who find peace may maintain it in these areas, thus, Airious, and Dragonspire are formed.

4. The Flock is the closest to peace, we are the peace-bringers, some choose to wonder this path, with no want or need to get to the end, the bandits of the path, the ones that wish to swipe peace away from those striving for it. As the Flock are the closest to peace, it is only right, to take us one step back from our aim of peace, to give these bandits eternal peace. To help all souls to reach the end, the bandits must be killed, so their eternal peace is reached.

The Father's Embodiment.

The chosen City of the Sky, Airious. It is the Gem of the Skies for a reason, the Father, during the early days of the land-movements, gifted Airious with his statue, the purest form of body and matter, the Statue Embodiment. Just off the side of Airious, this is where the Father can talk in a mortal shell. The gaze of the statue scans all of Airious, watching, and judging his people. It is here Alec, Champion Unto Zelphair, Crowned King of the Skies, has the words of the Father flow through him, forming the laws of the Skies, and of Airious.

The Quartz Cave Formation.
The First formations. It's said that Zephyr's preach peace, and try to uphold it, as much as they possibly can; but since the Father of Winds was accepted as a sired, there has always been conflict with the Netharnian's, their rash, and unruly behavior disallowed Zephyr's from entering their lands, where the purest white-Quartz could be found, so for too long the people of the Skies, and the people of the deepest Hells fought, but it seemed fate would have Airious solve this problem. The great flying-demon attacks on Templehelm had many weak points, but apparently, it had a single positive. The Ghast-like creatures set alight Airious, the Quartz of the island burning, and melting under the magick-fyre. The magic of the fire, with the secrets behind the Isle did something special, where the Liquid-Quartz dripped, the Quartz caves were formed. A magnificent site, shining white stalactites, and stalagmites hang above, and rest below. The magick in the air allows the Quartz to regrow quickly, allowing for a seemingly limitless resource collection. This is truly a wonder to Zephyr's.

Recent Times. On recent times, Zephyr's have mined the resources to it's limits, but the resource remains. Yet now, it seems in it's time of drying up, other Godly forces have aided, the pure white Quartz has changed in appearance. Thought to be because the different magic of other Gods is now intervening. Now, in each pocket of Quartz, it is nestled in the nether-rack of hell, the Scholar's of Airious are unsure of what this means, other than different Godly forces are now aiding to maintain to Quartz Caves, so that peace can continue, away from the fiery depth's of Netherna's hell.

Gust's Founding.
The idea of Gust was first thought of at a Knight's meeting, it was decided, that after the Deitokas, (Referred to as the Land-Movements by the Airian's,) the Temple of the Father had drifted from it's original location, now making it difficult for pilgrims to find their way to the Temple. It was unanimously agreed that a settlement would be founded next to the Temple's new location, so pilgrims could rest there, before scaling up the temple. Thus, the idea of Gust, the Pilgrims City was formed. It was now put to who should be in charge of such a place, deep discussions went on, until only one name could be decided upon, Victor. Zedrus flew to Victor's home straight away, to which Victor accepted the offer profusely. Gust is now undergoing serious renovations, from stone being enchanted through the Zephyr means to fly, to gathering Quartz and supplies. But what can be known is, Gust will soon be finished, and the Pilgrim City will soon be erected, and completed, with Victor ruling.

The Lore and Teachings.
Lore of the land is yet to happen, as Gust is still being constructed. The only teaching yet to have come, is that which has stemmed in Airious, the Teaching's there will be taught at Berg, as it will be Scholar's from Airious, teaching the pilgrims there. It is imagined that some Pilgrim lore will eventually carve it's way into Gust's history, but as for now, that is not the case.

Before Absorption.
-Information is yet to be obtained.-

After Absorption.
-Information is yet to be obtained.-

Leadership.
The Leadership of Airious consists of a ranking system; the average civilian, the Knights, Knights leading a Settlement, the King, then Zelphair himself. A new law, or alliance can be decided by any in the ranking system, but it has to then be accepted by everyone above themselves. For example, a Civilian of Airious may want an alliance, a Knight, a Leading Knight, the King, and in extreme cases, Zelphair would have to accept the alliance. Extreme cases include an alliance with known killers, or with Fire-Children, or creating a law that disregards a teaching of the Winds. The King of Airious is generally chosen by the people, Alec, first King of Airious, Champion Unto Zelphair, Crowned King of the Skies is currently ruling; but if enough Knights, and leaders think Alec would no longer fit the role, Alec must step down. Knights are elected by the King, and Knights in Leadership. The Current Hierarchy is as follows;

King - Alec, First King of Airious, Champion Unto Zelphair, Crowned King of the Skies.

Knights in Leadership - -Zedrus, Blade of the Skies. -Victor, He who expanded the reach of the Winds. Knights - -Zyrus. -Doyle.

Laws of Airious
The current Laws of Airous are closely knitted with the Thyvorian laws, as the King spent a good portion of his life in Thyvor. Although slight, and major differences have come about, as the terrain of the Skies creates different laws than that of the normal Land-Dweller settlements, the laws are as follows.

- The Path to peace's rules must be maintained, throughout all of the Skies Cities, if one is found disregarding the Path, the punishment is that of eternal peace.

- Petty, or hard thievery is banned in any Settlement of the Skies Reach, as the Father provides all, food, rations, and clothes. So it is seen that any thievery is showing you care not for the Father's love, but instead for material goods. Banishment from your home, is the price.

-Alec, Champion Unto Zelphair, Crowned King of the Skies, word is law. The Father's laws are spoken through him, ignoring his words, is ignoring the Father's.

-Respect the people above yourself, the Knights to be approached with Sir, and the King to be approached with a bow. Although they may be modest, it is still not acceptable to disrespect the leadership.

-General Morals and Ethics are expected to be upheld, and the Land-dwellers not looked down upon in their company, only in their absence.

-Building outside ones property is forbidden, unless a permit is received by Zyrus, the Skies architect.

-Trespassing into other's properties and areas is prohibited, unless invited.

-The Rules are subject to change at any given moment, according to that of the Father, and King Alec.

Trade
Airious has a bustling Market Isle, filled to the brim with specialized buildings, and stalls selling trinkets of ones trade, any and all can request a stall in Airious' market, although it is generally just the population of Airious who will use it, Airious will later be known for taking in refugees, and holding many gatherings with their friends, so their will be a steady flow of customers to the Market. Airious generally outsources to one of each other Deity, for example, Airious outsources products to Berg, creating trade route's with the Wintivalians, the current number one outsourcing materials is Coal, falling from the raised Stone of the Isle, along with Airious' home grown 'tatoes, which taste remarkably better than the land-dweller equivalent, as the altitude makes them more light, and fluffy, with the underlying taste of dirt gone. It is also known for Airious' flock to outsource the diamonds that fell from the stone when the Isle's were raised. Due to the Law's of peace in Airious, it is not considered wise to trade to places in wartime, unless the people are allies, and the trade has been a constant route for some time, in which case to the Airian's, it's not considered promoting the war, and making one side less equal to another. Airious' fifth Isle is also in construction, where the Airship docks, and airships will be held, creating vast routes, capable of travelling throughout all of Ateon, to trade with any and all who will consider docks to Airships.

Joining Airious
To Join Airious, a perfect candidate has to be one with the winds, able to fly and soar, and praise the Father. Although, Airious is recently accepting those who wish to join with the skies, and learn to fly, and to praise. To join, a candidate must find one of the Knights, or King of Airious, they will be immediately accepted if they're of the winds, if you are not yet a Zephyr, and wish to join, you must find a Knight, or the King himself to vouch for your entry, and training.

Knights and the King of Airious are generally found at the Capitol, Airious, which is located on the Templehelm Map.

However, to join our Land-Dweller site, Dragonspire, any are applicable, to join, seek out Dragonspire, and talk to the Zephyr in charge.