Daylight's Keep

The second smallest, but only by a small margin, is Daylight's Keep, originally built as a stopgap between theHoly Empire and the Orcs, before Duskhold was established, Daylight's Keep has remained the central authority on the Holy Empire's military strength. It is where the Empress goes when she is under threat, as it is well defended from land, sea, and even air. Ironically for its name, when one stays at Daylight's Keep, the high walls keep the sun out for most of the day, causing its inhabitants to live mostly in half-darkness as well as relative poverty, thanks to neglect from their Arch Herald.

Sovereignty
Arch Herald Vralta is as close to a military dictator as one can get, whilst also being a spiritual leader. Daylight's Keep is ruled by the sword, and indeed, being the headquarters of the Holy Empire's military conquests, it is fitting.

Laws
Heresy is not tolerated within Daylight's Keep. Its first utterance can lead to execution by the guard that first hears of it, without trial or investigation. Usually, however, such occurences result in protracted jail sentences.

Towns

 * Sun's Arm, not so much a town as an eternal battleground. Here the Holy Empire's warriors battle against each other, mercenaries, and auxiliaries, in order to learn the art of warfare. Some die on the field, but most are just injured and cured back to health by clerics, and many brought back from the brink of the beyond. This teaches soldiers not to fear severe injury in battle and, with the knowledge that in death they will receive endless honours from Sarenrae, results in a fearless and skilled army of fanatics.
 * Cleric's Arch, another training camp focusing on combat training for clerics. They are taught to heal in battle, as well as bring down holy fire upon their enemies.