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The Heartlands Senate

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The Heartlands Senate is formed by Clans that have proven to be the most competent and popular in a particular Trade, and which have been elected by popular vote in order to take the Senatorial mantle.

They lead and influence society within the Heartlands through laws and decisions that affect the entire population.

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The selection of a Senatorial Clan is not an easy one: they will heavily depend on popularity and influence which is directly tied to their trade.

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They also depend not just on public opinion, but also the opinion of the rest of the Senate, which turns it into a game of influence a lot of the time.

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While it is most common that Senate Clans are trade specialized, it's also a matter of voting and quality: even if a clan isn't specialized it can so happen that they just have more votes due to popular demand, which also gives way to potential corruption by swaying voters, and that they just do a really good job and their competitors weren't quite up to their level despite specializing

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Bribery and blackmailing can still occur despite being illegal, and while the Elder Keepers are often aware of these factors, they may overlook them at times considering they are often busy with the affairs of the rest of the world, not just the Heartlands.

There is a public voting held every fifty years, from a set of candidates.

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​These Senators are the ones to decide every aspect of life in the Heartlands through debate and understanding, each versed in their own field and with the backing of their Clan that is also dedicated to this Trade. They are the voice of their citizens depending on said Trade, listening to guilds and individual concerns and suggestions, then raising these to the Senatorial meetings held every week.

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The leading Army and Guard trade roles are also flanked by their respective Trade advisors depending on the branch.​

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The Senate also decides if a family may be granted the title of Clan.

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Senators

The Senators are the Clan leaders, the Atriarchs who have worked hard through their lives for the sake of representing their trade, as much as their own Clan. It is a very taxing job as they not only have their Clan to oversee but also their new responsibility as Senators, for which they count with the aid of personal advisors whom are often from their own Clan, as well as the Elders whom will aid with family matters if the Atriarch is busy with their senatorial duties which always come first.

It is a job that demands a lot, but in return, the Clan of the senator will have the highest social position only below the Elder Keeper Council which always comes with many benefits... As long as they remain loyal to their trade.

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​Being a Senator is a life-time role, however they may choose to retire earlier, in which case the new senator will be the next Atriarch.

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The Senate

Religion

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The Senate seat of Religion is dedicated to the supervision of all religious aspects and events within the realm.

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And even the Celestial Order itself, and all Celestial Temples in the Realm. As well as making sure their followers are faithful and stick to their creed, and ensure there is no slander of the Gods.

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This Seat has always been occupied by Celestial Sanctum due to their blessing from the Celestials themselves after they proved their loyalty and devotion during the First War.

While their popularity is often positive, they are also often thought of in hushed whispers as crazy zealots and other worse adjectives due to their temperament, when in truth they are fair and neutral. Most of their bad reputation stems from their propensity to punish harshly any misdeeds comitted by both believers and non-believers alike, and are especially harsh if the transgression includes any form of disrespect towards the Celestials.

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Their Celestial Templars are seen almost as a second Guard due to their no-nonsense policy and strict work policy.

They are also the only organization not to bend to the Overseers' influence.


Everyone, even other races, seek out their aid however, and they always answer, proving to be quite reliable and helpful despite an occasionally unnaproachable look.

History & Education

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This seat is in charge of keeping and writing any past and present records of history, as well as the deep study of it.

 

They also oversee education in the Heartlands, gathering all Headmasters in the Council of Education, and ensuring all Academies and Schools are registered, follow a strict protocol, and abide by the Heartland's rules.

They do not oversee the Temple Academies however, this is entirely up to the Celestial Order, but are still expected to follow their rules.

Trading & Merchants

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To keep society working in the Heartlands, this seat is necessary for managing all commercial transactions and affairs both within the Heartlands and between them and other Kingdoms.

They also supervise the Merchants and Traders Guild.

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Agriculture & Flora

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This seat is tasked with keeping track of everything related to supplies and food not just for the citizens but also the military, but also keep track of the Flora in the continent and its health, preventing plagues and over-gathering.

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The current Clan at the seat of Agriculture & Flora is Mythic Fae.

(By Rosaiel)

Hunting & Fauna

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This trade seats' primary duty is to the health and prosperity of the Fauna, while also mantaining a balance between their numbers and the necessary hunting to supply the population with food and other animal goods.

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The current leading clan of Hunting & Fauna is Valewolf.

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Arts & Architecture

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This trade seat oversees the entirety of creations and their commerce, making sure royalties are respected, there is no theft, etc...

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The current leading clan of Arts & Architecture is Shimmerforge

(by Rosaiel)

Mining & Smithing

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The representative of the Miners' Guilt, this seat acts as both a bridge between the Guild and individuals, and the Senate, while also keeping track records of everything related.

 

The current leading Clan of Mining and Smithing is Meteor Gust.

(by GushikenRyuji)

Justice

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This Senatorial seat presides over all other Justice Houses and the Justice system itself. They write the rules and the Senate approves or declines them and their updates.

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The current leading clan of Justice is Cosmic Horizon.

(by GushikenRyuji)

Healing, Science & Research

This seat oversees all branches of Science, as well as Healing and general Research.

 

The current leading Clan of Healing is is Algid Haven

Arcane & Arctech Studies

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​This seat is in charge of enforcing the rules of magic to prevent its misuse, as well as recording and testing all spells to prevent accidents, etc...

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The current leading Clan of Arcane & Arctech is Astral Vapors.

(by Rosaiel)

Press & International Affairs

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Dedicated to connecting everyone, this Senate seat is dedicated to everything related to public communications, such as press, conferences, events, etc...

​They are also the leaders of all which relates to international affairs, including business and events with other races, as well as the other dragon kingdoms.

Treasure & Tax Collecting

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This Seat is charged with keeping records of any and all monetary transactions, guarding the National Treasure Vault, and managing the taxes of the continent.

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The current leading Clan is Vhampira Coven.

(by Rosaiel)

Guard & Law Enforcement

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The leading Guard Clan oversees the entire security of the Heartlands, as well as every other Guard House. It is their duty to maintain the peace at all costs. They answer before the Senate.

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The Current leading Guard Clan is Viridian Grove.​

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The Guard, while not fully corrupt, is a lot easier to manipulate, buy, extort, and blackmail than the Army, which explains how the Overseer is able to operate unchecked right under their noses.

Some even whisper that the Overseer is the true leader of the Heartlands who has the Guard on a leash.

They aren't entirely wrong.

Branches of the Guard

 

Investigation

The Advisor whose primary goal is to ensure all investigators in the Heartlands are unbiased and fair, and abide by the land's laws. They ensure that truth is uncovered at any cost.
 

Execution

This Advisor is in charge of all the executioners in the Heartlands, elite trained guards whose primary task is to deliver a swift and exemplary death to those who the Judges have appointed for termination.

Army & Intelligence

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Their duty to keep the peace in the Heartlands as much as the Guard, both working together for this goal. They answer before the Senate.

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Currently it is led by Verdant Flare, the Clan with the highest military achievements that has proven itself in the field time and time again, and has almost all of its members as part of the army, to the point they are considered the army.

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Verdant Flare often finds itself at odds with the Domus Aurea, not only due to the Overseers' meddling with Intelligence matters, but they are also fond of their rules, which is directly incompatible with the shadiest most influential dragon in the entirety of the Heartlands.

Branches of the Army

 

Intelligence

The army intelligence is specialized in gathering intel on everything within the Heartland's borders, specifically outside of dragon cities and towns. It is a very delicate and dangerous task, as it is very easy for misunderstandings to happen and for dragons to be accused of spying by the other races they keep an eye on, when they merely work towards information gathering and management for the sake of peace.
 

Logistics

They are in charge of everything related to management of the army, such as food supplies, armory, weaponry, etc... This is an enormous task.
 

Templar Order

The Templar Order is led by the Clan of Religion. To become a Templar is one of the highest honors a dragon could attain, right between Keepers and Generals. This elite group is unique for the fact it's ranks are composed not only of dragons but also other races, since they all follow Aethyran religion.

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Military Police

The military police is in charge of security in the innermost Ring of the Capital. But they may also be tasked with special cases and situations regarding civilian affairs and peacekeeping outside of the capital, at other cities or towns within the Heartlands.

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