Meridia

Meridia is the largest moon of Vander, and is the homeland of the aasimari. Boasting coastal towns, rolling hills, and three high peaks, the isle is a frequent stop for ships coming in and out of Vander itself. Despite this, few outsiders choose to settle in Meridia unless the strongly religious culture suits them.

The word "Meridian" is used to refer both to people from the culture of the moon and to people who worship the goddess Meril and her twelve champions. The religion is closely tied to the people of the island; most aspects of their culture are based around these beliefs.

## Heavenly Heritage

Legend and scripture speak of twelve champions who were gifted great power in a bygone age by the goddess Meril, during dire and dark times when all the world was in danger. They drove out a great evil from the Astral Reach, and afterwards they built a sanctuary on the highest peak of Vander's moon and settled there, naming it Meridia after their goddess and becoming the first aasimari. Their descendants peopled the land, and the champions themselves ascended to Meril's citadel in the heavens to guide and watch over Meridia's people from afar. These people have since dedicated themselves to a life of meditation and harmony.

## The Twelve Champions

Meril's champions are believed to have been granted the highest ranks among the armies of angels at her command, after their ascension to the Heavens. As such, Meridians pray as often to these figures as they do to Meril herself, believing that they either have the power to answer the prayers themselves or command the aid of angels who can. Most Meridians favor one champion or another at any given point in their lives as their "patron champion", directing prayers and meditations to that figure more than any other in the Meridian pantheon.

## Call to Service

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A gallery of Meridian garb

All children that grow up in Meridia go through a coming of age ritual when they reach adulthood, in which the elders of the conclave gather and meditate to hear the will of the divine for each youth. The elders interpret the signs given to them by the angels, and then speak, telling the youth in question what their future destiny is meant to be. Such callings can be vague or specific, but Meridians believe such signs are to be respected.

Usually, either during this ritual or by the youth's own choice, a Meridian person is assigned a patron Champion from the Twelve. All Meridians pray to each Champion based on their need, but forge a more personal connection with their patron.

In some cases, a young person may even have visions themselves, granted by one of the Champions' angelic servants, or sometimes even by a Champion themselves. Such youths almost always end up as a religious leader, monk, or hermit later on in life, if they embrace the divine calling.

## A Rare Sight

Sometimes a young Meridian will become defiant of the role chosen for them, or of the elders or the society that expects obedience from them. In such cases, the youth will most often leave their village; sometimes this is by their choice, and sometimes the elders say they must "take a journey to find their way back home". Sometimes a vision will lead them away from home, on a holy mission or quest commanded by the divine. In very rare cases, these people can be exiled for defying the Meridian culture, if they are too disruptive or violent.

Additionally, the Meridian culture teaches that the outside world is fraught with peril, and temptations to stray from the path laid out by the divine. The elders and scribes warn of demons and cults, who would be too happy to prey upon unsuspecting youths that wander too far. The only good reason to leave the archipelago, they say, is if a divine calling requires it.

Given this, it is rare to encounter a Meridian outside of the isle, unless their occupation is related to trade, travel, or missionary work. The Meridians that wander farthest tend to be those who have rejected the Meridian religion, or those who are called on a greater journey by their patron Champion.