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==Gods and Goddesses==
Unionism differs from other Religions, in that it has Duo-Gods. All Duo-Gods are divine and each have divine powers in the afterlife (though some Gods may be yet living). Unionists worship all Gods equally, though they may choose specific Patron gods which they worship more. The Everwatcher acts like an overarching God of Gods, but the Everwatcher cannot directly be interacted with, so most people end up praising the Everwatcher through the Gods and Goddesses. Unionism also has the Cults further below. Cults add Gods onto the standard Pantheon, but they are not mandatory for vanilla Unionists who don't worship the Cults. It is possible to be a believer of both Cults.
===Theomar & Thedmir, the Prophets===
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{|
|[[File:Tangerine.gif|260px|thumb|left]]
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| ''"Can we call speculating over unreleased content Schrodinger's Tangerine" - Okadoka 4/20/21''
| rowspan="4" | [[File:Thomur.png|300px|caption|left]]
Keep in mind, content on this page will shift and change.
| style="font-weight:bold; width:75px; vertical-align:top;" | Description
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Theomar and Thedmir are the Prophet Gods of Unionism, the spreaders and founders of the faith. Theomar is also known as the first God-Emperor of Unionism, a title used to refer to the Emperors and Empresses who ascend to godhood after their deaths. In life, Theomar was the first Vessel-God of Unionism, making him the first physical speaker of the Everwatcher, and thus was responsible for proclaiming the message of Unionism through the Creed. Thedmir was a God of the Guided Unionists, but following the mending of this community with the rest of the Unionists, was included as the Duo-God with Theomar, as Thedmir was equally responsible with spreading the faith of Unionism during its beginning. Together, the Prophet Gods represent the Faith of Unionism, the spreading of it to further the Great Way, and strengthening the Religion through various rituals and practices. They are often represented by the necklace of friendship, as the bond between friends is the same type of bond that should be shared between all Unionists. Their main place of worship is the All-Beacon Temple in the center of the City of Regalia, which is the tallest temple in Unionism. Rituals of the Prophets include the preaching of Unionism to non-believers, aiding in the defense of holy places, mediating disputes between adversaries, and providing spiritual guidance to the military. There are also rituals concerning the sanctification and re-affirmation of friendship.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
| style="vertical-align:top;" |
The Virtue of the Prophets is to be faithful, which is practiced in a multitude of ways. First, the act of preaching and spreading the faith is an act to honor the Prophets, as well as ensuring the safety of all Unionist holy places to ensure the faithful can worship freely. Secondly, faith is practiced by supporting the Regalian Empire. As the State Religion, Unionism expects that its practitioners are good citizens, from the lowest commoner working an honest job, to the highest Duke governing fairly as a representative of the Emperor. Finally, the Virtue of Faith is expressed as friendship, or faith in one another, as only through shared bonds and experiences can the Great Way be progressed.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
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The greatest Vice against the Prophets is to turn away from the Great Way, or to impede it. The most obvious example of such sabotage is treason against the Regalian Empire. As the State Religion, Unionism and Regalia are treated as one and the same in the hearts of Unionists, meaning that to harm the State by cooperating or aiding foreign adversaries is considered both a secular and religious crime. Likewise, the hindering of missionaries is likewise seen as a sin against the Prophets' message. As a tenet of Unionism is loyalty to the Regalian Emperor, spreading the faith to foreign nations is often a first step in incorporating them into the Empire's territory or network of alliances. Preventing the spread of Unionism to these states makes future diplomatic missions far more difficult, which can lead to setbacks in the Empire's ambitions.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Legacy
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In life, Theomar was known as Thulric Ivraan, later known as Theomar Ivrae, the First Emperor of Regalia. It was Theomar who received visions from the Everwatcher which led to the proclamation of Unionism via the Creed, and set the foundations for the religion. Theomar was the Vessel-God, and was considered to be a mortal God. Following his death, the Covenant Council confirmed his ascension to the Pantheon, maintaining the same divinity he held in life. Thedmir was known in life as Thedmir Kade, Grand Alder of Anglia and first Arch-Chancellor of the Regalian Empire. As a lifelong friend of Theomar, Thedmir co-led the Five Family Rebellion which established the Regalian Empire, before working on laying out the government structure alongside the Emperor. When Theomar recieved his visions, Thedmir became the first convert to Unionism, and aided in its spread among the ruling nobility of the Empire. Following his death, Thedmir was not immediately seen as a God, though the Guided Unionists would deify him centuries later to be a Duo-God with Theomar, as status which eventually was adopted by all Unionisms following the mending of the schisms.
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[[File:Geography2021.jpg|550px|thumb|right|A map of known Aloria. The Regalian Empire is colored in dark purple, with treaty members colored in a brighter pink.]]
===Ness & Eora, the Saviors===
*'''Crown-Heartlands'''
{|
**Regalian Archipelago
|-
**Ithanian Sovereignty
| rowspan="4" | [[File:Ness.png|300px|caption|left]]
**Etosian Theocracy
| style="font-weight:bold; width:75px; vertical-align:top;" | Description
**Lusits Kingdom
| style="vertical-align:top;" |  
**Gallovian Principality
Ness and Eora are the Savior Gods of Unionism, the saviors and protectors of the faithful, and the granter of mercy. Ness was the first God-Empress of Unionism, a title which refers to an Empress of Regalia who obtains Godhood following her death. Eora was a God of the Guided Unionists, but following the mending of this community with the rest of the Unionists, was included as the Duo-God with Ness, as the two were contemporaries and worked together during their mortal lives. Together, the Savior Gods represent the mercies of Unionism, to care for those in need, to heal those with illness, and to forgive those who transgress others. There are represented by the Butterfly Mask of Ness and the Habit (head scarf) of Eora, as both were notable belongings of them in life. Their main place of worship is the Temple of Salvation on the outskirts of the City of Regalia, which also doubles as a hospital. Rituals to the Saviors involve forgiving, nurturing, and healing others. The act of taking private confessions, volunteering as a medic or aid in a clinic, and visiting prisoner to offer love and kindness where there is often rejection and apathy.
**Killarallis, Sirallis, and Arvost Republican Sphere
|-
*'''Crown Dependencies'''
| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
**Nordskag Kingdom
| style="vertical-align:top;" |
**Hedryll Kingdom
The Virtue of the Saviors is to be merciful, and show kindness and compassion to others, even if they would be underserving of it. To Unionists, the ability to forgive those who have wronged them is seen as a deep spiritual conviction just as much as it is a mental one. Even the most damned individual is still deserving of mercy, which is why this Virtue is often a struggle for Unionists to uphold at all times. Ultimately, all people are mortals with free will, and thus are prone to sin from time to time. The Saviors thus task Unionists to be understanding of this reality, and to always be willing to offer the same love and care that they would expect from their closest friends and family.
**Ostynde Kingdom
|-
**Arlora Kingdom
| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
**Torse Kingdom
| style="vertical-align:top;" |
**Silbrae Republic
The greatest Vice against the Saviors, is to be bereft of mercy, and to close off one's heart to the possibility of forgiving others. As mortals, Unionists are well aware that it can difficult, if not seemingly impossible, to forgive some people for their actions. However, the Saviors warn that unless one opens up their heart to the possibility of forgiveness and mercy, one cannot every truly recover from the harm done to them. Likewise, if one does not consider extending mercy to others, they can often become blind with grudges that rub off onto others, perpetuating a cycle of hatred and cruelty. As such, Unionists should always try to forgive those who wrong them, even if it is difficult, as they may end up being the ones who seek out such mercy, and would be defeated if they were not forgiven for their own transgressions.
**Dormin Republic
|-
**Kelmoria Protectorate
| style="font-weight:bold; width:75px; vertical-align:top;" | Legacy
**'''The Moors'''
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***Talamoor Kingdom
In Life, Ness was known as Nessaria Calontir, Empress to Henri I. Nessaria lived a life of infidelity until she was blinded by her husband as punishment, eventually finding love in Henri after the births of their children. Following Henri's death, Nessaria would lose three of her children to assassins during the Years of the Three Emperors. As the Dowager-Empress, Nessaria personally forgave the assassins, an act of mercy unheard of for a mother who lose her family. She would spend the rest of her life visiting Greygate Prison at night to turn the worst criminals into repentant faithful. Following her death, the Covenant College proclaimed her divinity and ascension to the Pantheon. Eora was known in life as Eotranna Kade, serving as an Arch Chancellor of Regalia for a brief period before resigning after suffering a stroke. During her tenure and afterwards, Eotranna helped promote the medical field by funding the construction of hispitals and clinics across the Empire.
***Talath Kingdom
|}
***Ermoor Duchy
***Iramoor Kingdom
***Teliannh Kingdom
***Yervonth Kingdom
***Menvonth Kingdom
***Isvonth Kingdom
***Carmoor Kingdom
**'''Chrysant States'''
***Thomt Kingdom
***Alvaan Kingdom
***Rists Republic
***Mulac Duchy
***Chazr Republic
***Qwilac Kingdom
***Monzzthae Kingdom
***Thaqz Duchy
***West Hadar
***East Hadar
**Solacian Governorate
**Taria
**Bunisle
**'''Daen Govenorates'''
***Tertaverra
***Cañuz
***Caslin
***Costa Marte
***Costa Daen
***Sol Lucia
***Hallonq
***Osso
***Massif
***Basqlierra
***Mataderro
***Frontierra
**Minaal Protectorate
**L’Elvellen Principality
**Salarian Duchy
**Visois Duchy
**Andois Duchy
**Sulèce Duchy
*'''Crown Colonies'''
**Mulére Colonial Charter
**Trois Etoile Colonia Charter
**Montbartre-Etère Colonial Charter
**Maarket Colonial Charter


===Juvin & Glanzia, the Purists===
{|
|-
| rowspan="4" | [[File:Talli.png|300px|caption|left]]
| style="font-weight:bold; width:75px; vertical-align:top;" | Description
| style="vertical-align:top;" |
Daiana is a Dragon in a categorical sense, but she is actually the planet of Aloria itself, though whether she is all of it or only the core of the planet, is unclear. Her exact nature within Draconism is quite unclear, but she has been attributed to the Soul Rivers which are a form of invisible arteries of the world that seed life, and the cycle of birth. While Aurora makes the bodies of creation and Orion lifts them into the afterlife after Umbra has killed them, Daiana creates the seedlings from dead soul matter to seed new life in newborns and thus create new souls. Another aspect of her is that she creates all the Gods of other Religions, at least the Aloria-native ones, though not directly. It is said that Daiana dreams the wills, ambitions, hopes, and fears of the people of societies without divine guidance because they live on her and their feelings affect her as the planet itself. In turn, she dreams of these things, and in doing so manifests the Gods. It is thus not exactly correct to say that she creates the Gods exactly, but that mortals feed her with information, using her dreaming as a conduit to wish into existence their own Gods for divine guidance. It is important in this regard never to appraise Daiana as some mother-Goddess of all Gods because they owe no loyalty to her but to their own followers. Daiana as a Dragon has never been met in person, because as the planet (or its core), she is incapable of manifesting in a humanoid form, though she does produce Godborn through her Dreams who do call her mother. They, and some other Archon, may occasionally perceive visions in which they do see her.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
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A virtue for Daiana is environmental conscientiousness. Her virtue is not exactly complete environmental protectionism, to some degree Draconists do acknowledge that the planet has the means to heal itself and restore the functions of any ecosystem. Aurora, Daiana, and Gaia can reasonably restore lost plant and animal life and even recover certain geological features, so an occasional factory or strip-mine won't destroy the world. Magic however, is something these three Dragons have difficulty counteracting, so a virtue is to remove lingering corrosive magic from environments.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
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A vice for Daiana is disregard for the value of a life. This may sound similar to Regulus's desire to see murderers and killers punished for ending lives, but it's more about the treatment of the living, than the dead. Forms of disregard for the value of life include slavery, domestic abuse, or just the complete disregard of a person's value in society or group, no matter how outcast they are. To Daiana, each life and each soul has a story to tell, and being forced in bondage or horrible conditions is a mistreatment of the value of a soul's story, and that can include Spirits within The Succession.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Association
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Daiana has no true domain over which she supposedly rules, though caves have often been associated with her presence. Daiana is considered an elemental ancestor Goddess to the Eronidas, so they have completely embraced her as "Mother Ersetum", which could roughly be translated to Mother Earth in Common. Much of Eronidas ancestral spirit worship and shamanism is inspired by her, and so Daiana often appears as an Eronidas in Dreams, while many of her Dreamborn God-children are Eronidas or Half-Eronidas. She is also often called Spirit Mother for her role to their place in Draconism.
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{| class="wikitable" style="font-weight:bold;"
===Allest & Brand, the Marshals===
|- style="font-weight:normal;"
{|
! colspan="2" | Education Information
|-
| rowspan="4" | [[File:GAYS.png|300px|caption|left]]
| style="font-weight:bold; width:75px; vertical-align:top;" | Description
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Triton is a complicated Dragon for Draconists because he is both a Draconism God and an Evolism God at the same time. This occurred because Caius entered the Void when it first opened, naive about a new thing that had appeared in the world and needing to investigate, only to have his soul split in two from the traumatic experience. Triton was then trapped in the Void as his mirror reflection, while Caius languished in Aloria. With Triton present in the Void but still part of his soul, Caius became sick with a Void infection that eventually killed him. When it killed Caius, it was expected that Triton would be re-absorbed into Caius's reincarnation, become the new Caius, or just cease to exist, but none of these things happened. When Cinerius was reborn, Triton remained independent in his own Godhood, and Cinerius was no longer Void-infected, thus meaning their bond was severed. With this, Triton had to be reviewed as a member of the Pantheon, instead of a tolerated extension of Caius. Eventually, the Dragons agreed to permit him to assume the role that Caius once had as War God, Cinerius had more strongly veered into the role of an emotion and passion God. Triton came to exemplify the inevitability of Empires rising and falling, and the eventuality of wars raging between peoples. He became a paragon of warriors and those prepared for conflict. Of duelists and tournament champions, and generals, while also more widely preaching the need for Draconists to assume high positions of power in other societies, even if they were minorities, to assume responsibility of power. 
|-
|-
| Location(s)
| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
| style="font-weight:normal;" |
| style="vertical-align:top;" |  
*Il’siüelle Academy, [[Hyarroc]]
A virtue to Triton, is competency and skill. In a more subdued summary of the entirety of Estelley as a Religion, Triton stands for the acquisition of skill, and to always seek to improve and become the best at something, while also using that skill to teach others within the faith to be better. Triton commands that the faithful become perfect warriors, scribes, politicians, farmers, craftsmen, painters, cooks, and so much more. Another virtue for Triton, is just the pure acquisition of power, whether to subject others to one's opinions and ambitions, or to become the ruler or leader of a group or larger entities.
*Seram'jellan Academy, [[Teled Methen]]
*Ithannsia Osibralla, [[Ithania]]
|-
|-
| Permitted Race(s)
| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
| style="font-weight:normal;" |
| style="vertical-align:top;" |
*[[Altalar]]
A Vice for Triton is vaguely speaking the concept of incompetence, but more so the inaction of others in the presence or witness to it. Essentially, for Triton, there is no worse crime, than to suffer the incompetence or ignorance of others, and take no actions to correct them, sometimes with violence or anything else short of killing. Triton decrees that any servant or soldier belonging to an ignoble and idiot king, is just as complicit in the fall from grace of the Kingdom, as the King themselves. Triton also considers keeping important information a secret from fellow Draconists a sin.
*Altalar
*Altalar and [[Ailor]]
|-
|-
| Education Style
| style="font-weight:bold; width:75px; vertical-align:top;" | Association
| style="font-weight:normal;" | Boarding School with Lecture Format
| style="vertical-align:top;" |
Triton neither has a historical domain or a cultural association. However, he has become very popular among non-Isldar/Maquixtl Elves who worship Draconism like Fin'ullen and Kathar, and particularly Kathar, because he also resembles one. His nature as both an Evolism and Draconism God causes a modicum of friction, though all Draconists would do well to remember that Divine Dogma often has gaps, in which interpretations differ. While Evolist and Draconism Triton are the same entity, each religion's interpretation, and dogma are valid and not contradictory.
|}
 
===Elia & Leona, the Protectors===
{|
|-
|-
| Learning Time
| rowspan="4" | [[File:LESBIANS.png|300px|caption|left]]
| style="font-weight:normal;" | 10 years, starting at age 16
| style="font-weight:bold; width:75px; vertical-align:top;" | Description
| style="vertical-align:top;" |
Nox, once the imprisoned Dragon, is best described as the Dragon of intellect and knowledge, and the application of that knowledge with calculation and wisdom. Nox spent thousands of years imprisoned for the crime of violating the laws of creation imposed by the Dragon Conclave, his sin being the creation of Slizzar. In hindsight, however, it was deemed in the conclave that Nox had willed this, as his immaterial existence was actually more powerful and far-reaching than a limited physical manifestation. Begrudgingly, after the death of Caius, the Dragon Conclave rescinded his punishment and released him from the mirror-realm imprisonment, which he in turn begrudgingly accepted. His motivation for doing so was largely because, even if the Slizzar had been tools designed by his hands so many years ago, he had grown quite fond of them, and considered them his children. Close and physical proximity was in the end worth more to him than the benefits of his orchestrated imprisonment, though some would continue to claim even this story was just a ruse to make the other Dragons comfortable ignoring whatever else he was up to. Nox is forever held with some expectation of duplicity, because he has perfected the art of deceit and obfuscation, and also acts as an example to the faithful to hone these skills. Nox has now resumed his position of Dragon God of knowledge and has begun the construction of a true Draconic archive that would put the Conduit and Codex sites now lost in Regalia to shame as paultry libraries. Which of course, only the Slizzar and allies have access to.
|-
|-
| Code of Conduct
| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
| style="font-weight:normal;" | -Your character must always promote Altalar Culture.<br />-Your character must be pro-Allorn Empire.<br />-Your character must avoid partnerships with lesser Races.
| style="vertical-align:top;" |  
A virtue to Nox, is to retain the secrecy and mysticism of Draconic knowledge and purposes, away from other non-believers. Even if it is a sin to vice to Orion for Draconists to consider themselves as better than others, a lot of societies around the world only function because they lack critical information that Draconists do have access to. It is virtuous to release information that others need if the need is great, but it is also virtuous to protect and ration the usage of Draconic information and sites to prevent such things from being misunderstood. In essence, protect the Dragon Sites from misuse.  
|-
|-
| OOC Rules
| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
| style="font-weight:normal;" | -Be sure to read the Altalar page, as the School of Ïstorei teaches its students based on Altalar principles.<br />-Statesman and Diplomacy Schooling Packs go well with this Education.
| style="vertical-align:top;" |  
The greatest vice for Nox is to be caught unprepared, unaware, or to posit one's self with stubbornness and narrow-mindedness to new information. With a God so focused on knowledge and wisdom, it is inconceivable to Nox that anyone would decline an opportunity to learn more, or not be gifted with an endless curiosity to experience more or see different sides of the same coin, or learn more facts about the world just for the sake of it. This in part also reflects on people, where Nox considers it a sin not to seek a deeper understanding of the people one chooses to surround one's self with.  
|-
|-
| Proficiencies
| style="font-weight:bold; width:75px; vertical-align:top;" | Association
| style="font-weight:normal;" | [[Writing Art]], [[Arcanlology]], [[Sorcery]], [[Linguistics]]
| style="vertical-align:top;" |
Nox has traditionally been seen as the domain lord of Hadar and the surrounding isles, with him controlling the land, while Felicula controlled the seas. His strong favor for the Slizzar is apparent. Not only did he create them, he also ordained everything about their society, and what guides them, building them a city, and arming that city with complex Dragon Magic to keep it running and safe forever. Slizzar society is the only society in the world that is completely and utterly devoted to Draconism at every level, and as such presents a unique opportunity to immerse in Draconic Culture. 
|}
|}


==The Regalian Sea==
===The Everwatcher & Alexander, the Vessel===
*'''Calderliga:''' The homeland of the Calderligan Culture, Calderliga itself has a far greater impact on the wider Regalian Archipelago than its small territorial reach might suggest. Run by merchants and bankers, this region operates the Calderliga Union, a trade web across the entire Archipelago which is responsible for the trade and transport of thousands of goods every day, over land, sea, and most experimentally, air. The region itself is mostly flat, with some hills, and largely made up of closely-packed islands, with dense mercantile cities resting among relatively unspoiled nature.
{|
*'''Regalia:''' Regalia, also called the Crown Isle, while among the smallest territorially of all the distinct regions in the Regalian Archipelago, is by far the most significant. Resting at the very heart of the Archipelago in The Regal Sea, Regalia has been a seat to leadership for centuries, going back into the days of the [[Regalian Kingdom]] which existed before the Regalian Empire known today. As a result, while the island does possess farms and other minor industries across much of its surface, it has largely geared itself toward the [[City of Regalia]], the core of the entire Empire which rivals most Altalar cities in [[Daen]] with its sheer size and massive population. Vast and advanced works of technology have been constructed and now sit maintained to help fuel this city and ensure the majority of its inhabitants live in amicable conditions to help facilitate their service to the Empire’s capital. People of every [[Race]] and Culture fill this city and occasionally filter out into the surrounding countryside, all there for some reason, some purpose, whether it is aiding one of the most powerful nations of Aloria or hindering it. Its population sits at over a million people, and its terrain is varied, from small forests between broad agricultural areas to a few peaks in the northeastern corner of the main island.
|-
*'''Kintyr:''' One of the oldest areas of the Regalian Archipelago, Kintyr is a dark, stormy, mystic-filled land for generations. Its origins are as intertwined with myth as the Imperial Culture’s origins are with modern politics. The territory has been the homeland of the [[Breizh]] Culture for all of that time, and while not part of many political actions, they played one key role three centuries ago. Their soldiery, making up the elite army of the Regalian Kingdom, did nothing when the [[Five Family Rebellion]] broke out, which allowed the rebellious Houses to easily win. When the Regalian Empire arose, Kintyr joined the wider state, and soon accepted Unionism, but its original beliefs and local customs have remained strong. [[The Ængel Sect]] emerged from this region, and the Breizh remain devoted to the art of war to this day. The territory is a region filled with dense, misty woodlands, dark swamps, and broad open orchard and farm fields while the Twyntyr and Machyntyr Mountains sit along their western border. Their northern islands sit well within The Frozen Flats, a territory where the sea water freezes for much of the year, making it impassable for ships, and only melts or recedes in the depth of summer.
| rowspan="4" | [[File:Alexander.png|300px|caption|left]]
| style="font-weight:bold; width:75px; vertical-align:top;" | Description
| style="vertical-align:top;" |
Marik is a storied individual with a complicated split identity as both a Unionist and Draconism God at the same time. Unlike the other Dragons who were ordained back into existence by Regulus, Marik was reborn long before Regulus discovered his Dragonsoul, by the Everwatcher. Rather than declare him not of Draconism, it meant that he now was given an additional purpose side Unionism, to mend the division between Songaskians and Qadir that continues to haunt their society. For Draconism, Marik is the leader of the Dragons that brought about the Great Storm, and Songaskians were in part made from the sacrifice of their bodies and souls on their end. While Marik was originally a God of the Leylines and Ley Sites, machinery and ancient devices that fuel the various functions that Dragons hand over to Soulcores that serve them, his focus has since shifted to the lack of real acknowledgment of kindness. Historically, Draconism has been a religion of mechanics and protocols, with very little room for actual generosity and charity between people, and Marik saw that much of what caused problems for the faithful, were exactly their inability to express social behavior to others, or have it directly encouraged by the Gods. Marik still very much is a technology god for the faithful, but he also strongly preaches the need for kindness and consideration, for warmth and hospitality, and for forgiveness, and empathy and compassion for losses, to ensure that the Draconic people are not widely considered sociopathic, but more importantly to heal the Qadir-Songaskian conflict.  
|-
| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
| style="vertical-align:top;" |
Virtues for Marik are all things related to kindness: saying kind words, being helpful, being reassuring, showing compassion and sympathy, having true empathy and understanding, being charitable and gracious, and even in some cases being self-defacing or self-sacrificing if it is for the greater good. Other Dragons are often focused on leaving the whole world a better place as a whole, while Marik is more personally invested in making the lives of individuals better, both involving the Draconism faithful themselves, and those outside of the faith as non believers to be included in their holidays.  
|-
| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
| style="vertical-align:top;" |
A Vice to Marik is the destruction of the work of others. Work is quite loosely defined here, but usually means things physically created by others like buildings, art, pottery, writings, machinery, and so forth. Creation in the material sense is considered an extension of the soul, and even if created by hands of evil, so long as the thing itself isn't doing evil things, it is blameless of the moral conditions it was created in, and thus can still be beautiful. An exception is obviously made for things that encourage evil, like writings which detail death-magic spells.  
|-
| style="font-weight:bold; width:75px; vertical-align:top;" | Association
| style="vertical-align:top;" |
Marik has strong cultural associations with the Songaskians, are they are quite literally made out of his soul and body during the Great Storm. Traditionally Marik's domain was considered Ard al Nur which contains strong tie-in points to all the other Leysystem networks across the world supporting the various Dragons in their junctions. Due to Marik's work of maintaining the Leylines, however, his presence was historically more global. Currently, he physically resides in the capital of the Qadir Ailor in Al-Alus, still attempting to mend the hatred between the Qadir and Songaskians.  
|}


==Anglia==
===Neall & Nolven, the Cultured===
===Middle Anglia===
{|
*'''Angelland:''' The picture of an agricultural region, Angelland is home to a mix of Akkerman and Axelland Anglians who populate the fields and major urban cities. The territory is a divided one, but one that largely exists in peace, with Dragon Worship in the north, Dogartan Unionism in the west, and [[Dogmatic Unionism]] covering the rest of the landmass. Angelland’s terrain is rich with grain fields, few forests remaining (save in the north, where the ancient Nort Beesterwald stands thick and dense) and is also dotted with swamps and rivers, with the beginning of the Axel River found here.
|-
*'''Hartenland:''' Hartenland is the true heartland of the Anglian people. Home to their most ancient cities, among them [[Axenfoord]], and the majority of the most traveled waterways like the Axel River, Hartenland’s entire focus is on agricultural production much like its sister regions. It is dominated by Akkerman and Axelland Anglians, and has an intense loyalty to [[House Kade]]. The terrain is much like neighboring Angelland, only more sophisticated in its land reclamation, the swamps peeled back for farming regularly, and not the wild, savage expanses they used to be.
| rowspan="4" | [[File:Artgods.png|300px|caption|left]]
*'''Door-Inner:''' Also called Dorinn by outsiders, Door-Inner is the homeland of the theatrical and artistically inclined Door-Inner Group. Formerly led by House Lo, the region was heavily overseen by House Kade following the mental snap of the House’s matriarch, and [[Imperial]] Culture came to dominate the urban heartland of the territory as a result. The Door-Inners remain notable in Aloria for their actors and playwrights, rivalling the distant [[Arvost Republic]] in their experimentation with form and style. The territory is also known for its alchemy and brewing facilities, converting the bounty of those around them into tonics, potions, and alcohols consumed Empire-wide.
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*'''Hoogeland:''' Hoogeland has long benefited from its proximity to Meeredweg, and the ease of trading opportunities offered by the fairly routine draining of The Inner Angle Sea. The territory was once a march-land, established to serve as a buffer against conflict with tribal Ailor in the north, but the birth of the [[Caeren]] and later [[Dunbrae]] Cultures greatly calmed these raids. The region is now a religious battleground, Unionism long encroaching on the Dragon Worshipers of the region and violence between the two parties has only grown with the reemergence of many [[Dragons]] across Aloria. The region is highly hilly, with light mists similar to the moors of the lands to their north.
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===South Anglia===
Umbra as a Dragon is difficult to explain to non-believers because in all optics he seems to be a vile God if one doesn't support the necessity of the cycle of life and death. Umbra is a Death God for Draconism, who specifically created the concept of death and finality. He created the concept of entropy in all organic life, he created diseases and the concept of decay, creating all manner of microscopic life that feeds on the death of others. Umbra defines the necessity of the finality of life, because he remembers the inertness of life as it was with perpetual immortality. Even free will alone was not capable of encouraging life to flourish, to expand, to experience the full breadth of possibility, and eventually became a form of entropy of the created world in itself, where all ordained functions of creation would eventually grind to a halt and no new life would be created. With the cycle of life and death, each mortal thing is given a relatively short window by which to burst into existence, to express all the things that Dragons hold dear to life, and then to fade from existence in an ugly way, yet with grace. This is why many outsiders call Umbra a cruel Dragon of Death, but internally he is seen as the guarantor of life who has not only created the concept of death but also guaranteed that expressions of life are perpetual. The joy of a newborn, a child's first lessons, first love, a couple's first commitment, the sharing of life's burdens in union, and the eventual pain of loss. Without Umbra's framing, the world would be unfeeling and unmoving, whole ideologies would cease to be.
*'''Eldringen:''' Eldringen, also called the Lakeland, is a relatively isolated region dominated by Dogartan cloisters along with a minor population largely made up of Lower-Heeres. The territory is filled with freshwater lakes and surrounding swampland, being home to skilled fishermen and aquaculturists rather than farmers, as land reclamation efforts are slow with the Dogartan faith permeating so deep into the surrounding region.
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*'''Lokkenland:''' Homeland of the Zuidvelde Group, Lokkenland has been a political hotbed in recent years due to the notoriety earned by [[House Harhold]], a significant local presence. Possessing a few freshwater lakes to call their own while sharing others with Eldringen, Lokkenland is instead an industrial region heavily focused on agricultural products to drive the major cities, producing an array of goods to send elsewhere. Unfortunately, it has also been a point of harsh anti-non-Ailor and anti-non-”pure”-Ailor sentiment due to Harhold’s rise, and it was at their hand that political affairs like the expulsion of Old Gods Anglians occured in neighboring lands.
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*'''Shierenland:''' Shierenland is much like Waddenland to its north, with the benefit of the Waddenzee to its east. However, much like Erlen, a significant part of the local populace is invested into the position of marchers, guarding Anglia from attacks that can be easily perpetrated across the Waddenzee given the right planning. The region has a similar geography to Waddenland, though its treeline is more dense.
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*'''Verreland:''' Verreland, another Lower-Heerse Anglian region, was recently the site of several noble conflicts. Spurred on by a swell in anti-[[Old Gods]] sentiments, as much as a third of the populace, all of that faith, fled to escape the wrath of [[Unionists]]. Unionism has since taken over the territory, and has replaced its missing populace with other Anglian subgroups, forming a united, Unionist, Anglian region. Unlike the other western islands, Verreland is also densely forested by the Westwall Forest along its western coastline that borders the Bastarian Sea.
Virtue to Umbra is to let pass any form of life into an elegant or graceful natural end. This means at a base line, he wishes for the faithful to combat Undead and Geists, or anything that bears loyalty to the Beyond and the Malefica, Consigner, or Machinist because they corrupt the concept of death into a vile impersonation for power. Secondly, it is virtue for the faithful not to let the sick and dying suffer towards their end, but to give them the mercy of the final peace and to embrace the final end with dignity and poise, such as the Life Song for the Isldar.  
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A vice for Umbra is to seek an unnaturally long life or to attempt to usurp the functions and powers of the Dragons for personal reasons. Umbra always threads a fine line with Archon by ordaining them with powers and the authority to decide over life and death for others, but turning on them should they stray from their purpose and start to covet that which is held by the Gods and the Gods alone. Umbra charges the faithful and the Archon especially to remain vigilant and root out those among them that would see the Dragon's means not as a gift in a larger purpose, but as personal vainglory.  
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Umbra's cultural associations are difficult to track because his historical domain has been the far south of what is present day Sendrass. This continent however has been off-limits for thousands of years, due to the prevalence of Void Worship among the local Allar populations, and their extreme violence to outsiders. As a result, no real archeology has been performed, and no other sentient people have been sourced to understand how they might have interfaced with Umbra when he roamed these jungles. Little else is known of specific cultures or people who held him in high esteem.  
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==Solleria==
===Al-Asir & Marani, the Inspired===
===North Solleria===
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*'''Erlen:''' A region largely inhabited by [[Anglian]] [[Ailor]], Erlen was relatively empty for decades before waves of migration beginning in 160 AC populated the area. It is dominated by the Lower-Heere Group, who follow [[Dragon Worship]], and has a longstanding march tradition in standing against rogue [[Velheim]] raiders who seek to reave Anglian lands, but also out of a fear of the [[Solstithar]] [[Kathar]] to their south. The regional geography is hilled and rocky.
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*'''Anchal:''' Anchal is a territory dominated by Solstithar Kathar, migrants who came decades ago and spread their Race through both [[Dread Rebirth]] and natural procreation. The Kathar locals worship the [[Faith of Estel]] and the [[Cult of Evolution]], but the peace they have stuck with the Dragon Worshiping Anglians along their eastern coast and more stringent Estellians among the [[Solvaan]] is commendable. The region is best known for its Grey Regiments, whole units of soldiers specially trained, but also for their gladiatorial arenas, widely lauded as some of the best in the Empire. Anchal’s terrain is varied, but temperate.  
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*'''Calleïa:''' The last settled province of what is widely called Solleria, Calleïa is dominated by Solvaan [[Altalar]] but is overall lightly populated. The territory nowadays is a mist-filled moorland, like its neighboring southern territories, and holds little of significance.
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Felicula is a delightfully uncomplicated Goddess and Dragon who has exclusively positive traits to ordain and encourage. Simplest put, she is a culture and art Dragon who encourages and fosters a sense of creativity and desire to create among mortals. Beyond this, however, she and Marik are considered the kind-hearted kindred among the Dragons, who hold only affectionate attitudes and interactions with mortals. Her worship is found simply in the act of celebrating other people or general festivities and holidays. Out of all Dragons, she was perhaps the most engaged in offering solace and peace to mortals, especially in Hadar. Her role has historically held great significance to Allar who fled persecution in Sendras, where she welcomed them with open arms and taught them to smile in a new land of opportunity. Thus became all the greater the pain of loss when she too perished at the end of the Immortal War. Felicula's wish for everyone to be happy can be felt in all who see her as their patron including but not limited to entertainers, dancers, musicians, bartenders, party hosts, painters, sculptors, dancers and so much more. She endears the act of gift-giving, or caring for others in their time of need, and to seek a general well-intentioned attitude to the world that may be rife with mistakes, but always learning to be a better person. An often understated aspect about Felicula is that she is actually one of the most powerful Dragons, who generates and manages a vast portion of Draconic Magic. All Draconic Mages somehow trace their Magic back to her, as it was she who ordained the first spells and incantations.  
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Virtue to Felicula is to express one's own creativity in creation of art, whether that be something physical or the spoken words, weaving together beautiful words or kind offerings to another as a work of art. Failing the ability to do it one's self, virtue for Felicula is also to fully absorb and appreciate artful things where they can be found either in artificially made form, or in nature. To admire a painting, or the beauty of symmetrical design in nature, or to hold particular esteem to the beauty of random creation in nature itself. Her wish is for others to hold curiosity and wonder for the world.
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Vice for Felicula is to show wroth and contempt or cynicism to those who are undeserving or to behold beauty with indifference or apathy. There is no greater crime to Felicula, than to witness a person who has become so blunted by cynicism, that their life no longer has color or capacity to appreciate the inherent beauty in life. Another obvious vice for Felicula is the usage of Sinistral Magic, though within the framing of her Succession oriented ideology, she does permit some of it in desperate circumstances while relying on the other Dragons to mend the damage.  
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Felicula is strongly associated with the Allar, and to some degree with the Maraya, due to her home region being the seas of Hadar. When the Allar fled north to Hadar following their persecution among their Sendrassian cousins, Felicula welcomed them with open arms, and was like a shining beacon of hope and joy in an otherwise dour situation in the lives of refugees. She however was largely a cultural symbol, rather than resulting ina  wide-spread Draconic idealization like is present in for example Isldar or Sihai culture in particular.  
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===South Solleria===
===Tanthor & Dari, the Preservers===
*'''Milaaneia:''' Milaaneia is also part of Solleria, but is similarly lightly populated as its northern neighbor. Instead, much of the terrain is dominated by large plantations producing teas, Tabacca, wines, and indigo. The territory is just as misty as Calleïa, but possesses a series of wide open land dominated by the aforementioned plantations.
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*'''Valei-Maan:''' Valei-Maan, or the [[Estel]] Gift-lands are a more heavily populated region of Solleria. It is said the land’s dense woodlands were the result of a priestess’ use of [[Valei]] long ago to bring life to a barren, hard place. Regardless of this truth, the forests of Valei-Maan are well preserved between the developed cities, and are commonly Imperial hunting grounds, with the region rich in animal life as a result. The territory is also just as misty as the rest of Solleria.
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*'''Essaleia:''' First-Land of Solleria and the most densely inhabited province, Essaleia was the site of the first Altalar settlements in Solleria. Besides the native Solvaan Altalar, the region also plays host to small numbers of [[Ithanian]]-cultured residents and large numbers of [[Tolonne]] Ailor in its northeastern reaches. The territory is also home to the tomb complex of the [[Unwritten God]] and [[Unionist Hero]] [[Sinavaal]], and many ancient towers rise out of the thick mists.
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Severena is the Jade Dragon, the warden of the world and the first to ordain infection as foreign and unwanted. Severena's role in the Draconic Pantheon is to protect the world and the Draconic cause from danger, to foresee calamities and potential disruptions to the cycle of creation, and to eliminate them. To this effect, she is the mother of all Archon, even if individual Archon lineages are more stylized based on other Dragons, all their power is derived from her, as she was the one to create Archonism as a concept to include mortals in the Immortal War. With the passing of the immortal war, Severena's role became more passive, and her long-held secular leadership of the Sihai people passed into a more passive dream state when she and the other Green Dragons entered their slumber. In doing so, they froze the sea around the Sihai lands henceforth referred to as the Jade Sea, which also erected a massive wall that cut the Sihai lands off from the outside world, with periodic attacks from Demonic Akula that sought to destroy them. While Severena's work was more proactive in the past, after the end of the Immortal War, her guidance became more abstract, seeking to find more meaning to the lives of Archon. In essence, worn down from incalculable losses over the millennia, Severena had wished for a better fate for those who shared with the Dragons in the Immortal War, to see them flourish in ways beyond being throw-away soldiers in a never-ending conflict. When the Immortal War ended, it was she who set them free to ordain their own existence and future, while continuing to guide the sihai people.  
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A virtue to Severena is to take responsibility to protect and save the world from calamities, even if that involves protecting or helping societies and groups of people entirely alien to Draconism. While many of the other Dragons focus on the work of the faith within, Severena seeks a conscientiousness among the faithful that extends beyond their own immediate surroundings, and to be aware of the wants and needs in security of others. Ultimately the world is shared by all in it, and Severena tasks the faithful to seek out the dangers that encroach upon it, and to make headways into averting destruction.
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Vices for Severena are the tactless opposite of her virtuous traits. She is a Drago of patience, insight, contemplation and decisiveness. Inverted aspects of these, being impatience and quickness to act without consideration, arbitrary judgment and reaction without having insight, or refusing to think more deeply about the state of things that are or things that are to come, are considered sins. Where-as Nox is a knowledge and wisdom God, Severena represents the means to ply those traits into practice through wit and insight. 
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Severena is strongly associated with the Sihai, as even though unlike Nox she did not make the Sihai, she and the other Green Dragons were held as the secular leaders of the Sihai people, who nonetheless still had their nobles, kings, and emperors. Nearly everything in Sihai culture is in one way or another related to Dragons, from art to weapons to philosophies to architecture. Though, rather than Sarakand which was actually built by Dragons, Sihai culture is more designed from the optic of worship of Dragons. As such, it should be no surprise that Severena's domain is the far East.  
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==Westmark==
===Mendes & Hor, the Prosperous===
*'''Basta:''' Basta is a religious heartland of the [[Regalian Empire]], covered in temples to the Divine Beings and a site for multiple colleges, academies and training camps for various Unionism-focused organizations. The territory was once the seat of the trade-focused [[Iltar Kingdom]], but it was one of the first regions to be incorporated into the growing Regalian Empire, though through wholly peaceful means. The region’s territory is rocky and heavily hilled, resulting in divided but largely co-operative cities whose status as bastions of faith (giving that term its origins in the [[Common]] tongue) has long meant they are independently minded.
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*'''Wysland:''' Unquestionably an urban-focused, industrial state, [[Coal]] is said to grow in Wysland, which is of course incorrect. The territory has mined the Lyds Mountain Ridge extensively over the past several decades, while also using local rivers to power the first in a series of fabric-production facilities thanks to the use of waterwheels. There is also an outpost of Imperial Culture on the northwestern peninsula, being influenced by both nearby Basta and its own trade connections.
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*'''Callas:''' Callas is the homeland of the [[Burdigala]], a Culture formed from a blend of Heartland and Ithanian values, alongside a dash of cloister life. Once depopulated due to a plague, the region is now a vibrant, thriving land, beautiful rivers feeding vineyards and farms to produce some of the most beloved wines and cheeses of the Regalian Empire. The territory has also been highly independent and insular, avoiding surrounding calamities and thoroughly embracing the Calderligan Union to spread their goods with ease and speed.
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Aurora is the mother of creation, all living creatures (except those with very niche creation origins) descend from her Craters of Creation. These Craters were the impact sites where Orion called down a meteor, wiping out all living organisms, only for Aurora to re-populate it with ever-changing creations while she experimented with the fine-tuning of ecosystems and biodiversity. For every butterfly, or otter, or crocodile mortals know, there were a thousand failed experiments in the Craters of Creation, all who lived out their lives but ultimately failed to meet her piercing and judging eye. To many Draconists, Aurora is a stern and mal-content mother who scolds and judges her creations from afar, but whose work is still so crucial to the continued existence of the world, as she perpetually repairs damaged food supply chains and animal hierarchies. Aurora was together with Gaia the original Dragon to be worshiped by the Allorn Dregodar Cult, and fled Daen where her Craters of Creation used to be, to Ellador in the hopes of escaping the prying encroachment of the Allorn Princes on her work. There, she met an untimely demise after the Dregodar-Dwarven Wars, which were incited by Allorn deceit. In her death, her body was inhabited by Frisit, an Ordial abomination under control of the Ordial Glacial. For hundreds of years, they pretended to be Aurora who slept in the immaterial until she was awoken and revived by Regulus and Renita, the Blue Dragons. Following her revival, she found the world in a sordid state, with many ecosystems having collapsed and whole regions deprived of wildlife. While her people descended into civil war over her legacy, she studiously did what she did best, to ignore the problems of the world and concern herself only with the creation particles of her hyperfixation.  
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Despite her frigid and apathetic nature to the existence of mortals, Aurora does embody a variety of virtues that may be hard to understand from her work. In the Craters of Creation, there is total equity and freedom for all beings of creation. As such, her virtues have become associated with justice and equality of opportunity. She demands that the faithful live in the same virtue that she holds her work, to judge fairly and equally between all, and to hold no favoritism or sentimental benefit to any one party, and to not withhold the freedom of choice to those who have earned it.
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Aurora's vices are equally perhaps surprisingly to behold, but become more sensible when examining her work. She considers cruelty, sadism, or other forms of glee from the suffering of others to be a vice. She loathes wroth and acts of callousness, and the entire concept of hatred is anathema to her. Those who bear hate in their heart cannot see to their work with impartiality, and those who respond to indignity with callousness commit the same errors that were inflicted on them with injustice. Aurora demands a fair and even-handed approach from the faithful to all that they endure.
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Aurora has a strong association with the Isldar, though this cultural association has considerably weakened since her revival, as many of them were under the impression they followed her, when they actually followed the Ordial Glacial. Aurora in turn does not truly recognize the Dregodar of old anymore, her death changed them, but this was a change she did not preside, so while much of Life-Isldar society is still centered around the concept of her worship, in practicality they have veered more towards Regulus patronage, due to Aurora's apathetic demeanor.
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==Dragenthal==
===Sinnavei & Eirlys, the Allies===
===Drixenhal===
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*'''Steerland:''' One in a series of primarily rural and [[Heartland Ceardian]]-dominated regions at the core of the Archipelago, Steerland is in the process of having its lands Imperialized given their extreme proximity to the Crown Isle, the seat of this new Culture. Steerland is a major cattle-producing region, and it also gets its name from being the first location to help steer goods down the Schönn River into The Riverlands.
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*'''Ceardenland:''' Ceardenland is widely considered the “homeland” of the Heartland Ceardian Culture. It is here that the Ceardian migrants who would one day become the Heartlanders settled here alongside the Velheim already present in The Schönn Riverlands. The dense riverlands based around the Lutton River (which leads to the Lutton Strait) has also given rise to many aspiring naval recruits for the Regalian Empire. Alongside this, its notability as a cultural region has led to many archeology excavations in recent years since the loss of [[Old Ceardia]] and a critical link back to the earliest Ailor.
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*'''Southwynd:''' Home of the Wynderwald, Southwynd is a lightly populated region with little of note about it. However, the Wynderwald is a strange forest, portions of it made into Imperial hunting grounds, but seemingly absent of most animals. There is little knowledge of just what the Imperial Family has hunted in the region for decades, but a common claim is that the forest is merely the surface of a grand cave network holding many sorts of unique animals.
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===Dragenwall===
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*'''Aexe:''' Aexe rests across the water from Steerland, and serves as lumber hub, cutting down the fringes of the vast forest infamously known as Drachenwald which crosses through many regions. Here, the forest has long been cut back and pruned, where once it reached as far as The Schönn Riverlands, and that lumber travels south and north to fuel the shipyards of the Empire. The region’s territory is also dense with rivers, in addition to the light forests.
Gaia is not a Dragon exactly, but a mortal Aelrrigan Knight named Iorwerth (depicted right) who was an Archon serving the Dragons, carrying the soul of the dead Dragon Gaia. For centuries, Iorwerth was forced to serve the Malefica, one of the greatest unseen enemies of the Dragons, forced to conjure up vast magical structures, mazes, and fortresses for the Malefica and its Shades to use to deal death on mortals in the living world. He was forced to do this because his lover Cadell's (depicted left) soul had been captured by the Malefica, who used him as a bargain to string Iorwerth along. Through the intervention of mortals in Regalia, Iorwerth and Cadell were able to break free from the Malefica's control, and return to Aloria. There he rekindled with the Dragons he once served, but also still held the power of Ordial god-hood. For this, the Dragons tasked him to ascend to their pantheon by being the (somewhat reluctant) host of Gaia's Dragon Soulspark, a Dragon who had perished many centuries ago during the Denial of Immortality. While many of Iorwerth's structures still serve the Malefica, all have become overgrown with lush vines and the Lillies of the Valley, Iorwerth and Cadell's favorite flower. In this, Gaia's powers manifest as the Dragon of Nature, the other half of Aurora's Craters of Creation. While she created the living beings that inhabited nature, it was Gaia who created the plants and trees and flowers that decorate all the realms. Thus, carrying life and death in his body and his love by his side, Iorwerth is the Draconic God of Nature, tranquility, absolution, and redemption in rebirth.  
*'''Mansfield:''' Relatively unremarkable compared to the other Heartland Ceardian regions, Mansfield is notable for its academic focus more than anything else. The territory has produced some of the finest historians and linguists of the Regalian Empire, many of whom now find themselves keeping close to home by working in neighboring Ceardenland. Mansfield is also known for its charitable nobility, with many of those educated in its schools orphans or paupers, unable to normally enter institutes like Eaton Academy, instead being sponsored to attend. The territory is criss-crossed by various rivers as well, many spilling down from nearby Genevaud and its high mountains.
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*'''Genevaud:''' Home of the [[Genevaud]] Culture, this same-named region is nestled in the Genevaine Alps and was long a bastion of independence. Hard to reach, the Ailor tribesmen within the mountains only warmed to outsiders thanks to the prothetizing of Unionist Celates and lay-priests, becoming dedicated to the Regalian Empire soon after. Their society is well known for staying neutral in the affairs surrounding them, focused on internal affairs, but their mercenary bands of pikemen and constant supply of young men and women to Basta’s various combat academies make the region a silent powerhouse. It is ruled through a unique local system, called the Cantons, and its mountains are a source of freshwater few surrounding regions can live without. The territory is also bordered by Lake Langthal.
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Virtue to Gaia (This God is both called Gaia and Iorwerth) is preserving balance of nature, in the give and take between the forces within an ecosystem, and preventing cascade collapse due to dying flora. From the smallest of maggots, to the largest of mammals, nature exists as the bedrock of life on Aloria. Iorwerth specifically adds to this, by making the act of redemption both in receiving and offering others the chance, a true virtue and to never give up in the face of even the most malicious of death-bound forces to return to a righted world and make amends.
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Vices to Gaia, are the stupidity and naivety to outsmart forces greater in power than the self. In this, Iorwerth and Cadell's centuries-long imprisonment in the Beyond acts as a deterrent and a warning that evil forces are not interested in playing fair or honest, and that respecting duels or challenges of powerful entities is foolish. Iorwerth and Cadell express above all that it is a Vice to not seek help, to not ask for saving, and to foolhardy insist that the individual can overcome all trials and struggles alone. Gaia looks down on lone wolves who risk others with their own recklessness.
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Prior to merging with Iorwerth, Gaia was primarily seen and worshiped among the Dregodar Cults in the Allorn Empire, where he and Aurora were most visible to the Allorn Elves. Through some process that is not well understood today, Gaia and all other Nature Dragons were killed by the Allorn , causing the flight of Aurora and Dregodar. Now, Gaia is more associated with Kintyr and the Breizh people, due to Iorwerth and Cadell's Breizh nature. Effigies to Gaia or Iorwerth are often placed in buildings built by Draconists, sometimes even secretly. Gaia's historical domain is south Daen.  
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==Pays Sud==
===Caan & Kaldric, the Burdened===
*'''Tuillère:''' The colony-region of the Tolonne Culture, Tuillère is at the axis of trade and travel through many areas of the Regalian western-half of the Regalian Archipelago. Its people are devoted to the Tolonne way, and their nobles are fierce enough to keep others from meddling in their local affairs. It is from here that many Tolonne cooks and musicians travel, able to reach the southern lands with ease, move into Solleria with swiftness, sail north into Anglian or Imperial lands, proceed up through neighboring Ithanian regions on land or use The Schönn Riverlands to reach the capital and Heartland territories. Tuillère itself is relatively diverse, with open plains, some humidity in the southern lands making arid, rocky terrain, and forests sitting to the east on the bordering with neighboring Pays Vert.
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*'''Pays Vert:''' A lush and verdant territory, Pays Vert is considered by many to be a minor cousin of the Forriesta Natal, and a forest fully in a temperate zone. Indeed, the region as a whole is vastly green, with the thick Vertenne Forest covering its western half while in the east, thick hills are snaked through by rivers from Lake Alais reaching The Bastarian Sea. Unlike its neighbors, Pays Vert’s nature is largely, with Imperial hunting grounds resting in the Vertenne Forest, and orchards, not plantations, provide the majority of the area’s economic wealth.
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*'''Pays d’Or:''' The epicentre of the [[Ithanian Gem Boom]], Pays d’Or is a densely populated area of the Ithanian territorial strip across the southern reaches of the Regalian Archipelago, Once land empty of major settlements, Ithanian merchants both prospecting and then speculating caused thousands more of their brothers and sisters to migrate from Ithania, filtering into all surrounding areas while also boosting the Regalian economy through their excavation of the region’s natural wealth. While gems were certainly of greatest note among those treasures found, the region is still known for its Gold mines, which have yet to run dry unlike most of the mineral veins in the river-streaked region. Pays d’Or also sits at the end of The Schönn Riverlands and its control over regional islands is essential for trade.
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*'''Vixhall:''' Widely considered the heartland of the Ithanian presence in the Regalian Archipelago, Vixhall has an ancient history. Once part of the [[Hecarian Kingdom]], and then the successor [[Hacarian Kingdom]], this region was the first to face the expansion of the Regalian Empire, with much of its land laid aside for [[House Ivrae de Sange]], then not Ithanian, but still the Imperial Family of the Empire. However, following the Gem Boom and due to prior trade contacts, the region was successfully Ithanianized along with the Imperial Family. While the Ivrae are no longer Emperors, their House is still strong, and their vineyards produce wines to rival that of distant Ithania and neighboring Callas. Vixhall is covered in fertile soil, grand rivers and opulent estates. It is often considered to sit in the Vixhall Riverlands, an offshoot of The Schönn Riverlands.
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*'''Coutance:''' Coutance is the least notable of all the Ithanian-heavy regions in the Regalian Archipelago. Crushed between [[Dressolini]], Heartland, Genevaud, Burdigala and other Ithanian lands, it has kept its Culture intact through strict adherence to Ithanian values, and is largely considered unfriendly to all other regions save its Ithanian sisters. Its land is fertile, and it is largely focused on grain production, with freshwater delivered by Lake Langthal and the rivers that flow down from the Monts of Montania.
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Where Severena is both the spiritual and secular leader of the Sihai people, Orion functions like the exemplar spiritual ambition of the Sihai people. While Severena teaches the people detachment from material possession, attachment, and trauma, the worshipers acknowledge that Severena's functions in the world are rooted in attachment, and that she can never reach enlightened existence. Orion is however that enlightened existence made manifest. They are the only Dragon that exists outside of what Draconists call the Terrasphere, a boundary between the breathable air of Aloria, and the immaterial beyond in the cosmos. Orion is the Dragon of the stars and the Celestial Bodies (Planets, Moons, and Sun). They exist in a state of perpetual detachment from the events of Aloria itself, because they are not bound to it by any intention or purpose other than their loyalty and membership of the Draconic conclave. Historically this has meant that Orion was not traditionally present in the Draconist Pantheon, they were more a cultural symbol for the Sihai, but since The Advancement, Orion has taken a more direct role in the lives and virtues of mortals on Aloria. It was Orion whose sober detachment from the world, allowed for them to take on the task of creating and shepherding the afterlife of Draconism among the stars. They are the ferry-person who delicately fetches the wandering souls from the Soul River after they have passed on, and weaves stars and constellations as their souls are carried into the enlightened immaterial. In short summary, Orion has become the guardian of the Draconic afterlife.  
==The Warm Lands==
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*'''San Girobalda:''' San Girobalda is the heartland of the Daendroque and former seat of the Sudlander Principality, a trading nation which rose to fill the void of the Iltar Kingdom’s fall, and later willingly joined the Regalian Empire. Despite the Daendroque characterization as disloyal and rebellious, San Girobalda has long remained very loyal to the Empire, though crime has often been an issue in the region. The territory is arid and rocky, but it's lifeline is the coastline, with the baronies that hold the Girobalda Shipyards being bastions of Imperial Culture and churning out dozens of ships a month for both state and personal uses by a variety of clients. It is also the traditional homeland of [[House Anahera]], and the Anahera House of Trade which regulates [[Opium]] within the Empire. It, along with all other San regions, borders The South Regal Sea.
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*'''San Mataverda:''' Called San Verdant by some outsiders, San Mataverda is a lusher, less arid than those areas around it but with the same humidity factor as much of the south. Its plantations grow an assortment of herbs (most notably rosemary) and of course, [[Poppies]], for culinary dishes of numerous regions across the Archipelago but also refinement and shipment into Anahera-controlled warehouses.
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*'''San Selin:''' San Selin is often called the “dark underbelly” of the Daendroque-controlled south, as it is here that slavery fuels the economy. The region is also the most criminally controlled, the last bust of a major crime ring dating back to shortly after 250 AC, showing the deep-seeded nature of the local syndicates. The area is also home of the [[Monzon Order]], a [[Knight Order]] focused on service to the criminals around them who are often also as close to nobles as possible. The terrain is relatively flat with several lazy rivers drifting through the air, though the water is cloudy and often needs to be boiled to remove the diseases which fester within. The territory has recently seen its smooth, sandy coastline extensively converted to Imperial Culture.
Orion is the patron of Draconism priests and mortuary people, those who perform rites for the dying and the dead, and those offering religious services. To many, their greatest quality is their detachment from material obsession, from desire to own and consume, or from holding on to painful memories and wishes of vengeance. Virtues to Orion, are charity in possessions, temperance in want, and forgiving of the wrongs that have been done to either the person themselves or society at large. A less common virtue, is the acceptance and inclusion of atheists to hold a protected place among Draconists.
*'''San Dirva:''' Sometimes called the Spicerack of the South, San Dirva continues the verdant nature of nearby San Maraverda but is instead influenced by a near equal populace of [[Suvial]] Altalar to Ailor. These Suvial were once part of a limited mission to distant Solvaan, but chose to settle nearby due to economic draws. As a result, San Dirva’s plantations contrast well with those of San Mataverda, instead growing plants like [[Dragonflower]] and other spicy vegetation for themselves and trade abroad. The region is rather hilled, which lends itself well to beautiful views, while much of its coastline is cliffed.
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==The Tropic Lands==
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*'''Natal:''' Home to perhaps the oldest forest in the Regalian Archipelago, Natal is a region largely cleared of its population due to the sin of xenophobia and also heresy against Unionism. When Unionism came to the Forriesta Natal, a deep-growth humid forest, it is believed to have combined with the anti-[[Nelfin]] mindset of the Daendroque who dominated the area as well as a dark cult who sacrificed blood in the name of perpetuating the world and growth of the Forriesta. [[The Diviner Sect]] that emerged was soon declared heretical and survived multiple efforts to purge it. At last, the transposition of the Holy Herebrand Order from New Regalian territory in 308 AC into leadership of the region saw the Diviner Sect chased into San Girobalda, where they were then finished off. Natal has devoted itself to loyal service and continues to log the region’s forest for lumber to send to San Girobalda for its shipyards.
Orion's greatest vice is directly related to Draconism as a religion itself. While other religions loosely acknowledge Dragons as the tenders of the material world's operating functions, their divinity is only acknowledged among Draconists. However, the fact that their Gods are ever-so-slightly more important than other Gods to the functioning of the world, breeds some kind of smugness or self-righteous superiority among the Draconism faithful. It is exactly this self-centered sense of superiority that is the greatest Vice that Orion speaks out against as the downfall of enlightenment.
*'''Bragas:''' Alongside Essaboa and Alveriade, Bragas is part of a trio of [[Bragacao]] Ailor-dominated regions of the Regalian Archipelago. Bragas was the first region to be settled, a series of trading outposts established along the coastline which still give the modern baronies their name. However, following the lead of the nearby [[Sudlander Principality]], after the Bragacao population grew, they broke control from the distant [[Kingdom of Lusits]] and swore fealty to the Regalian Empire before 150 AC. Since that time, Bragas has largely served as a mining territory, quarrying various types of sought after stone for travel down its regional rivers, spilling forth from Lake Alais, and to the coastal cities where it is transported elsewhere.
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*'''Essaboa:''' Alongside Bragas and Alveriade, Essaboa is part of a trio of Bragacao Ailor-dominated regions of the Regalian Archipelago. Essaboa was settled last, the gap between the two other territories made up by treks inland through the hilly, rocky local terrain where settlements were established which are now largely inhabited by Daendroque Ailor. Arid and limited in population, the region is only notable for its Daen workforce, who often travel for seasonal work in the nearby Forriesta Natal, found to the region’s east.
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*'''Alveriade:''' Alongside Essaboa and Bragas, Alveriade is part of a trio of Bragacao Ailor-dominated regions of the Regalian Archipelago. Where the other two are labor focused, Alveriade is heavily commercially focused. It’s trading cities, strewn on local islands and down the coastline, are prime locations for training the sailors of the future which is exactly what many do. The region also claimed cultural continuation from the Sudlander Principality, and its mercantile focus, as it was closest to the original state. It borders The Rivel Sea found to its west, as do all three Bragacao regions.
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Orion's role is most prominent among the Sihai people in the east, but their presence can roughly be traced through nearly all Dragon-worshiping communities, including the early Aml Tribes in the Regalian Archipelago, the Dregodar Cults in the Allorn Empire, the Slizzar of Sarakand, and more. Due to the prevalence of cosmic symbolism and the stars in so many early cultures, Orion's name has been present and consistent among nearly all languages, being the one word that is universal everywhere. Orion has largely been absent from the world until recent, however.
==The Island Chains==
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*'''South Kassar Isles:''' The South Kassar Isles are often compared to Rivel, unfairly in many cases, given the wide array of non-Ailor who reside there. But in fact, many Ailor do live there, [[Etosians]] in background, who have learned to get along with the Asha, [[Qadir]], and Songaskian minorities who have gradually migrated to the region over the decades. Of course, the Qadir and the Songaskians do not get along whatsoever, but they have learned to avoid one another in their settlements and traveling. Many of the Songaskians formerly living in Rivel were forced to move here after the end of the First Songaskian War, many innocent of any treasonous actions yet still forced out by their neighbors and zealous local governments. The Isles are all arid, desert regions, with only some having lush surroundings thanks to oases or minimal Asha technology used to help make life easier.
*'''North Rivel:''' North Rivel has often been a backwater in the mind of the wider Archipelago, and for good reason. Found in the south, the region is a transit point for distant or foreign travelers to stay, exchange their coinage, and ideally book passage to elsewhere in the Archipelago. Unfortunately, like most fringe lands, Northern Rivel’s population has become a refuge for such groups rather than a true transition point in their life, and they find their lives better there than elsewhere. The region is home to the remains of the [[Eerstwald Kingdom]], a territory gradually gobbled up by the Regalian Empire decades ago. It was in North Rivel that the [[First Songaskian War]] saw its first clashes, major conflict happening across the central landmass of Parapola before it was successfully taken, and used to launch the [[Songaskian Masaya]] up The Schönn Riverlands. However, following the conflict, the [[Songaskian]] presence here all but vanished, leaving the melting to consist now largely of Daendroque Ailor, [[Allar]], and [[Asha]] though with a notable [[Sihai]] minority thanks to the former rulers, the Fong family. North Rivel faces The Rivel Sea to the east and The West Regal Sea to its northwest and west. The islands feature a generally tropical climate, with the notable Ferreira-a-Nova Atoll sitting in the north while in the south, Parapola and its surrounding islands have light jungles and mudflats bordered by rocky coastlines.
*'''South Rivel:''' South Rivel has often been a backwater in the mind of the wider Archipelago, and for good reason. Found in the south, the region is a transit point for distant or foreign travelers to stay, exchange their coinage, and ideally book passage to elsewhere in the Archipelago. Unfortunately, like most fringe lands, Southern Rivel’s population has become a refuge for such groups than a true transition point in their life, and they find their lives better there than elsewhere. The region is home to the remains of the Eerstwald Kingdom, a territory gradually gobbled up by the Regalian Empire decades ago. South Rivel has long been an Allar-dominated part of Rivel, though just like the North, Asha, Daendroque and others make up part of the local populace. It was from South Rivel though that the [[Mai-Allar]] tribes who helped the Songaskian Masaya invade came from, resulting in them being chased off in the following years. The territory faces The Rivel Sea to the east, The West Regal Sea to its northwest and west, and possesses a similar tropical climate to its northern neighbor. However, it’s geography is largely arid rock, sand beaches, dense coral reefs and a few, far smaller, atolls dotting the area.
 
==Vultaro-Montania==
*'''Etna:''' Etna is one of the least populated parts of the Regalian Archipelago, almost rivaling distant Drixagh in its entirety for one simple reason: the volcanoes. While most Regalians do not know it, there are still active volcanoes in the world, and several sit within this vast territory. The “Terre di Fuoco” or “Land of Fire” as it is known is the epicenter of these active peaks, sitting in the region’s northwestern half. It has been well over a century since one of these peaks erupted, at the edges of the territory, and now its eruption-spawned fertile soil is put to good use by the native Dressolini lower-classmen, some of whose families have lived here since from before the [[Cataclysm]] and know the Land of Fire like the back of their hand. Then, there is Vulcano Etna, a separate and highly active region which is home to one of the largest volcanoes in Aloria, the same-named Vulcano Etna. It last erupted some 200 years ago, but when it did, the ash fell so far it reached Drixagh, and many other strange things occurred. Luckily, while both areas are active, they are calming down, though many towns around these peaks still practice drills for evacuation.
*'''Montania:''' The homeland of the Dressolini people, Montania has been through hell and back several times in its history. Inhabited by simple tribes of Ailor, the arrival of escaped slaves of the [[Allorn Empire]] helped imbue the region with a vaguely Daendroque identity. However, following the birth of the New Regalians, the Dressolini emerged as well, schooled in military strategy alongside a focus on music. However, the region has recently fallen into the control of the [[Half-Eronidas]] Ryker Lampero, the bastard son of the last living Lampero heir, himself an outcast due to his blonde hair and huge stature among a sturdy yet short, olive-skinned and dark-haired people. Montania is now part of the Vultarin Hegemony, and while initially fearful of the Eronidas military presence, the territory now has a huge contingent of Ailor soldiers working alongside these outsiders, and the region has remained loyal to the state. The regional geography is heavily mountainous, filled with valleys and coastal lowlands. Montania is also home to the impressive Lake Isseo.
*'''Vultaro:''' Considered Montania’s “sister state,” Vultaro was often treated like a younger sibling, bullied and kept subservient to its high-culture-focused neighbor. It was in Vultaro that much of the mining was engaged in, with vast amounts of Coal being sent northwest and out through the region’s ports, particularly Lampeport. It was from here that [[House Lampero]] ruled, until the local populace rebelled against the rule of Tristan Lampero, causing massive instability that Montania moved in to try and fix. [[House di Alan]], long Lampero rivals, succeeded in crushing the revolts, only for Ryker Lampero to step in and bisect all male heirs to the House in a duel they agreed to before breaking the terms. With di Alan’s line extinct in the patriarchal Dressolini society, Ryker has since taken his family birthright and neighboring Montania. While the locals were initially fearful of the Eronidas military presence, the territory has since formed a huge contingent of Ailor soldiers working alongside these outsiders, and the region has remained loyal to the state. Vulturo is also the origin point of [[Vultragon Unionism]]. The regional geography is heavily mountainous, filled with valleys and coastal lowlands, pocketmarked by the damages of the revolt and its crushing, but also heavy mining while drains the mountains of their valuable base elements. Vulturo gives its name to The Vultarin Sea that sits off its western coastline, and has The Vixerrois Sea off its eastern coastline.
*'''Chiaria:''' Homeland of the [[Azzizzari]], Chiaria is a region based around the three main islands of Salerma, Syran, and Casicillis, alongside a number of smaller regions. Originally Daendroque in population much like the mainland, the region’s culture diverted to a more relaxed society thanks to Dressolini input, though few converted fully to this other Culture. The region is now a land of relaxation and enjoyment, with the sun shining down on a lush landscape of plantations growing tomatoes, coffee beans and other exotic goods used in the region’s legendary cuisine. The region also has heavy criminal ties to the nearby San Strip, it’s local criminal Aziendas dominating much of the smuggling across the area. The territory is bordered by The Vultarin Sea in the east, and The South Regal Sea in the south.
 
==Waldmark==
*'''Treppewiss:''' Treppewiss is best known as the home of the successful von Treppenwitz family, heads of a [[New Regalian]] marshal-focused nobility ruling a split Heartland Ceardian/New Regalian population. The southern corner of the area is covered in the Drachenwald, and its people are best known for hunting birds, alongside their industrial cities which help produce the machinery of war alongside many excellent soldiers.
*'''Waldmark:''' A troublesome region only recently declared separate from neighboring Opper Calem, Waldmark is home to [[House von Drachenberg]], notable New Regalians much like the von Treppenwitzes. Unlike that other House, the von Drachenbergs have fielded a Chancellor to the Regalian Empire, and while the family has successfully retired from political life, their funds have been used to promote many New Regalian projects in the capital and wider Greater Calemberg political block of which it and Treppewiss are members (though it is no longer considered to be geographically linked to the Calem regions). The region is also home to a significant portion of the Drachenwald.
*'''North Wessink:''' North and South Wessink were once one, and represented the heart of both the Drachenwald and [[House van Sherburne]] territory. North Wessink was by far the most industrial of the two, chopping the forests down to fuel the creation of multiple high and low quality wooden goods destined for lands across the Regalian Empire, alongside sustaining a forager diet supported by external food shipments. Its urban settlements boomed during the last years of van Sherburne control, but that control ultimately became too much. The Drachenwald Crisis that broke out across the eastern Heartland Ceardian territories was particularly focused in what is now North Wessink, and today, the territory maintains its wood goods focus, though its populace has substantially shrunk over the years.
*'''South Wessink:''' North and South Wessink were once one, and represented the heart of both the Drachenwald and House van Sherburne territory. South Wessink was home to a limited population, and a lighter fringe of the Drachenwald, with a series of natural hot springs and rocky terrain making the area more suitable for mining. Various base metals, alongside some precious materials were extracted, while the wealthy lounged in bath houses built around the hot springs. The Drachenwald Crisis that broke out across the eastern Heartland Ceardian territories was devastating to South Wessink, many of the spas being raided and the luxury estates of the van Sherburnes destroyed by looting or just plain arson. The territory today has returned to its mining roots, but some of its spas have since been rebuilt, and are now greatly enjoyed by the wealthy of Heartland society.
*'''Haltover:''' Literally a travel holdover for many merchants, Haltover is a region of broad cattle fields, well-maintained roads and market-towns rather than cities. Unlike Sterrland though, Haltover’s cows and goats are not explicitly for slaughter, but are instead used to make a range of relatively inexpensive cheeses alongside supplies of milk and other dairy goods sent to the capital and surrounding areas.
 
==Greater Calemberg==
*'''Calemberg:''' Calemberg, the heartland of Greater Calemberg, is one of the oldest regions in the Regalian Archipelago. Long held by the [[Wirtemcaller Kingdom]], the region’s ancient cities and fortresses survived the collapse of the wider nation, and from those survivors emerged the New Regalians, stringent allies of the Regalian Empire. Calemberg, ever since that time, has been a major proponent of conservative Unionism and similarly conversative ideals, while also heavily supporting the Regalian Military. [[The Vierzehn Sect]] of Unionism was born here, and New Regalians have widely opposed the inclusion of other Races into the Empire. Calemberg was once controlled by [[House Cadar]] before the family went extinct, with [[House Typhonus]] stepping in to fill the void, ruling the territory from the [[City of Calemberg]]. The region has experienced multiple major political changes over the past decade. The region’s terrain is heavily forested by the Calderwald, while the northern fringe, once an open stretch of plains and light forests, is now bordered by Hadrian's Mountain Chain, a new and massive mountain chain risen through mysterious means that extends across the entire border between them and Drixagh, in the place of a fortification called Hadrian's Wall (after a Typhonus patriarch).
*'''Opper Calem:''' Part of Greater Calemberg, Opper Calem was once part of the Wirtemcaller Kingdom but became a battleground in the final decades of the conflict between them and the Skagger Horde. Local lords were essentially sacrificed by others in the south, forced to go it alone with limited supplies and manpower while what is now Hinter Calem shifted their defenses to the coastline. After the birth of the New Regalian identity and the end of the conflict, Opper Calem turned into the military heartland of Greater Calemberg, its people hardened and finding those to Hinter Calem and nearby Calemberg “soft.” Opper Calem now produces huge amounts of swords, shields and more for the Regalian Military alongside training vast regiments of [[Tenpennies]]. Opper Calem’s interior is forest covered, the Opperwald layered around the low-lying Ringenvorn Mountains.
*'''Hinter Calem:''' Hinter Calem is the last of the traditional parts of Greater Calemberg, and also the last region extensively settled by the Wirtem in their time. When conflict with the Velheim began, they ultimately became the only coherent holdouts, existing behind the frontlines as they allowed those in what is now Opper Calem to be the rock upon which the savage waves would crash. However, they were forced to divert themselves to defending their coastline from Skagger raiding parties. Once the war was over, Hinter Calem turned to trade and religion to provide them security, sending huge quantities of ore to Opper Calem to fuel their foundries while their population anointed a formerly pagan site into the modern Seven Holy Hills, completing their conversion to Unionism. Following the birth of the Culture, [[Colonial]] Ailor moved into the region primarily out of religious devotion. Hinter Calem is home to the Opperwald Forest along its eastern coastline, has the Mittelwald Forest to its south and along the border with Carpenmark, and is also home to Mt. Erzberge, a huge peak that has been mined for centuries for a variety of strong metals. The middle of the region, south of Mt. Erzberge, is open and covered in plains, with the Seven Holy Hills residing there. Hinter Calem borders The East Regal Sea off its eastern coastline, while the southern coastline borders The White Sea.
 
==Brissiaud==
*'''Osteiermark:''' Considered half of the dual regions that make up the birthplace of the Leutz-Vixe Culture, Osteiermark shares this honor with Lorenthaus. Unlike Lorenthaus though, Osteiermark has remained close to its cultural influence, the New Regalians, and is widely viewed as the heartland of the Culture. It’s dense, dark forests, frequent rain, and muddy terrain gave rise to a dour, martial society skilled at hiding or subduing their passions until later, but also notable game hunters. The land was politically run by [[House Ravenstad]], who achieved much by their former leader’s close ties to House Kade, but they have retired from politics, leaving the region instead largely united by other Empire-loyal families.
*'''Tirgunn:''' Where the Leutz-Vixe of Lorenthaus and Osteiermark are notable for their hunting of animals, those in Tirgunn are notable for their hunting of [[Aberrants]]. Covered in dense, dark forests often plagued by [[Vampires]] and [[Werebeasts]], the territory was once part of the [[Dvala]] sphere of influence before that Culture’s empire was dismantled by the Regalian Empire. In its place rose modern Tirgunn, home of the [[Darkwald Order]], a group designed to hunt down such threats alongside any other Aberrants. As a result, Tirgunn has a fearsome reputation, and its people are some of the most fervent Unionist hardliners. The Vixerrois Sea sits off its western coastline.
*'''Lorenthaus:''' Considered half of the dual regions that make up the birthplace of the [[Leutz-Vixe]] Culture, Lorenthaus shares this honor with Osteiermark. But, unlike its sister region, Lorenthaus has always leaned with a minority influence from Ithania, several of its western lands are largely inhabited by that Culture. The territory is made up of river-crossed lowlands, fed by surrounding mountain ranges, with light forests dotting the area.
 
==Baldmark==
*'''Baldmark:''' Baldmark is a melting pot of multiple ancient Cultures that have long been minor players focused only on their local surroundings. The Dvala and [[Byala]] are historical rivals, while the [[Ânia]] are newer, emerging from liberalized [[Vladno]] who traveled south from Vladnovolgar. Baldmark is also home to the Szabadok, transported from Etosil decades ago during the Regalian Pessimism who caused quite the chaos when they initially arrived. However, the Balaurs, Ânian rulers, crushed their reign of terror, only to begin their own. Believed to be Vampires, and since their deaths, Vampirism, Werebeastism and other occult activities have exploded across the area, seeing many label the territory a lost cause. The region is covered in mountainous or rocky terrain with dense forests, with isolated mountain valleys the place where communities thrive. The open territory of the region is gentle, rolling hill country, only some of which is held by the horse-lord Szabadok, as they were chased out of other gains by the Balaurs decades ago and seek to never return.
*'''Carpenmark:''' Carpenmark is widely considered an unofficial part of Greater Calemberg, as it is so far south from the traditional strip of Calem lands, and its politics are so singularly geared toward purpose. That purpose is containment, as Carpenmark is essentially a cultural marcher region of New Regalians attempting to keep back the wave of southeastern “crude” Cultures packed into Baldmark. These efforts, which began in earnest after the arrival of the [[Szabadok]] and saw the current New Regalian populace move in to take control, has largely been successful. However, [[ nia]] exist in large numbers along the coastline. Carpenmark is hilled and forested, with the Mittelwald dominating its southeastern reaches.
 
==The Etosian States==
*'''Hellatos:''' The home away from home for the Etosians, Hellatos is a second homeland for their kind. After being confined to Etosil for well over a century, the region was opened up by the Regalian Empire as a place for the former exiles to be allowed to move to should they wish, and those few wanderlust-filled or adventurous Etosil left their homeland for this one. Hellatos has a climate almost identical to that of Etosil, with an arid, mountainous climate and poor soil seeing most communities built close to the sea. The territory is also a major outpost of [[Evintarian Unionism]] within the Regalian Archipelago, the mountain cloisters of Athaus and the seaside temples of the Eight Holy Evintar Isles well known in even the wider Unionist world for their sophisticated construction and long-standing status. The region borders The Ionos Sea, which divides it from neighboring Kappados.
*'''Kappados:''' Kappados is a strange land, much more arid than nearby Hellatos and likely one of the most ancient parts of the Regalian Archipelago. But unlike those other areas, the remains of several societies exist in the region, but the people largely did not. The [[Tsaiqvanes]] and [[Krakimardik]] may claim descendance from those lost groups, but the truth of this is hard to confirm. Kappados’ terrain is covered in mountains and dense rock formations unique in Aloria known as chimney rocks, with whole towns and small cities found carved into these natural formations by what are assumed to be Ailor hands. However, many are uninhabited, even by the modern Etosians, who consider the sites haunted. The rest of the territory is arid flatlands or desert. It borders both The Ionos Sea off its western coastline, and The White Sea sits off its northern coastline.
*'''Rustvani:''' Rustvani is the homeland of the Tsaiqvanes and Krakimardik Cultures. It is highly mountainous, with coastal lowlands, and borders The East Regal Sea off its eastern and northern coastline, and The White Sea off its western coastline.
 
==Drixagh==
===North Drixagh===
*'''Vikofoten & Viksalbard:''' Isolated in the furthest reaches of Drixagh, these dual regions share a lot in common. Their histories are intertwined, holding some of the oldest remnants of Velheim and Proto-Velheim Culture, as these areas were settled as part of the great Velheim trade network. From these islands, the rest of Drixagh was settled, but following the network’s collapse, Vikofoten & Viksalbard were largely abandoned by traders. Instead, came the Skagger Horde, who flourished in the region, and following the Skagger Wars, a minor portion of the Horde stayed on these islands. Some were pushed out by migrations of mainland Drixagh Velheim, and attacks by the Regalian Empire on those seen as pirates and rogues in the Tvål Treaty. However, over time, these people abandoned their violent-warrior bend, though they remained rugged and pious to the Old Gods. Today, the joint regions are still populated by these people, but it has also been infiltrated by a number of Cahal and northern-relevant Aberants, far from Regalian oversight which has allowed them to flourish. Both regions are covered in jfords, wind-swept cliffs and little arable land, but fishing and mining provide livelihoods to the locals. Additionally, Vikofoten is more forested than Viksalbad, which itself is half-covered in glaciers and more mountainous terrain than Vikofoten.
*'''Bergelan:''' The last of the Velheim regions in the Regalian Archipelago, Bergelan was extensively settled as part of the Velheim trade network, the same as Fjordenlan. Unlike that region though, Bergelan took longer to be cut off from the trade network given its greater proximity to The North Belt. It was also through Bergelan that the Skagger Horde invaded, the first of their conquests being the local, less extreme Velheim who soon followed their example. When the Wars were over though, Bergelan violently kicked the last of the Horde out, and turned toward peace and healing for its people. The territory holds many notable sites to the Velheim among its geography. The Frondenstog, a vast forest, covers much of the north and eastern regions, while The Fjordbends sit to the east, and serve as another major production and population area for the Velheim in the area. However, by far the most important area is the interior where among the snow-white tundra and lichen-covered taiga are the Throatcap Mountains. It is here that the fifth Julvin Gate, Femana, is found, drawing in hundreds of Velheim youth every year completing their Rite of Julvira. Bergelan was unfortunately the most severely devastated by the Burning of the North. Its southern and western regions were heavily sacked, with an effort even made by some drunk soldiers to blast down Femana through the use of a cannon, though this was halted by more disciplined officers. Bergelan has rapidly recovered, though its Skagger warrior population remains low.
===Central Drixagh===
*'''Fjordenlan:''' Fjordenlan is what many consider as an epicenter of traditional Velheim life, as many local families have resided in this area for centuries. Fjordenlan was originally a series of minor fjord outposts as part of the Velheim trade network that existed before the Cataclysm, with the island of Norrlan a windswept yet populated region at the forefront of these efforts. However, following the Cataclysm and the arrival of the Skagger Horde, The Drixefjords became a military production hub, crafting Longships that sailed out and attacked hundreds of towns and cities over the course of the Skagger Wars. But when the Tvål Treaty was signed, these fjord production centers were instead turned toward fishing crafts, and mining enterprises. Fjordenlan was relatively unaffected by the Burning of the North that reached Drixagh in 305 AC, though its fringe territories were depopulated. Today, Fjordenlan continues to steadily thrive. The region’s climate is cold, frequently snowing from fall to early spring before rains take over. While the mainland is largely hilled and rocky forests (called the Throatcapstog), its eastern reaches have the start of some open taiga or tundra-like terrain. The region’s heartland is The Drixefjords, fjords dense with trees between rocky terrain which is home to dozens of communities. Norrlan, the long northern island also part of the region, has these fjords on its south-facing coastline but its north-facing coastline is windswept and barren like much of the interior, and faces The North Regal Sea. The region’s western reaches also sit within The Frozen Flats.
*'''Heikelan:''' Homeland of the [[Tarkkin]] Culture, Heikelan is a mix of terrains which has supported its local population for many years. Made up of a union of Reindeer-herding forest dwellers and mountain-dwelling pastoralists, the Tarkkin were conquered by the Skagger Horde before they could unite themselves, but came together to secretly plan and then execute a revolt against their violent overlords. Since that time, the Tarkkin and their unique brand of Old Gods faith have dominated the central lands of Drixagh. The region’s mountains exist in a U-shaped ridge, a barrier between easy access to The Balt Inland Sea (which sits in the region’s south) and the central, light forests. The north of Heikelan is home to tundra, snow covered and open, and it was here that the [[Burning of the North]] raged through, killing Velheim and some local Tarkkin allies though the heartland of the Culture remained uninvolved.
*'''Ȧgerik:''' The first of several regions considered part of Drixagh, Ȧgerik is the most diverse part of the region with three Cultures forming the basis for its local society. The first and most long-lasting are the Velheim, who reside in the north and west of the territory, and have been in the region since well before the Cataclysm. The next group are the [[Fridurfolk]], peaceful and isolated to one small region on the region’s southwestern coastline. They long suffered at the hands of more militant Velheim, especially the Skagger Horde, but emerged after the [[Skagger Wars]] to now thrive in the local economy as artisans and fishermen. The final group are the most recent additions, being formed from the marriage of Wirtemcaller lords and ladies to Skagger leaders, and through maintaining a series of Wirtem fortresses through the local mountains. The Culture that emerged were the [[Höglanders]], and they are actively scorned by both Velheim and New Regalians for being insufficiently of the two parts making their whole. Still, their brick temples to Unionism and the Old Gods are unique in all of Aloria, as is their expertise in fortress construction. Ȧgerik is largely forested, with a ridge of mountains along their eastern border, which is where The Balt Inland Sea can also be found.
 
==The Eastwold==
*'''Vladnovolgar:''' Called the Dark Land of Drixagh, Vladnovolgar is a vast territory in the northeast of the Regalian Archipelago seized by questionable means. Once inhabited by Velheim, as the Skagger Wars were coming to an end, Vladno troops and generals suddenly appeared to “aid the Empire” and rapidly pushed into Drixagh from the coastline. However, at a certain point, Regalian officials began to see their efforts as a land grab more than anything else, causing the Vladno to be just barely restrained and made to sign the Tvål Treaty at the appropriate time. Since then, the region has remained in their deathgrip, with the interior tundra and frozen forests holding much of the civilian populace while the offshore islands are slave markets, trading in all sorts of Races allowed under Saffran Law, though rumors persist of illegal Ailor slaves also held in some of the worst of these areas. Vladnovolgar is led by a cabal of princes, who control their territory through fear, and openly covet other lands surrounding them. However, the great material wealth of their nation in lumber and ore means they are largely left alone to their own affairs, so long as Regalia gets its dues.
*'''Ostfriedland:''' A region divided, Ostfriesland is the “colony region” of the New Regalian Culture. It is here that the [[Zvorun]] originated, being suppressed for well over two centuries by the then Wirtem Ailor to their south led by the Holy Herebrand Order and their predecessors, pseudo-knights who fought in the name of the ancient gods the Wirtem followed. But from this came Zvorun who gradually adapted to life among the Wirtem, the [[Wraclav]], who exist in the region’s eastern half. When the Wirtem became the New Regalians, the Zvorun continued to suffer, but recent political actions both removed the Herebrand Order from the region, and also erected the Mountain Chain, cutting a section of the region off from the rest. Those local New Regalians on the other side of the mountains are leaving in droves, while the Zvorun and Wraclav only continue to recover and thrive without the heel of New Regalian authority on their throats. The territory is vast, open, and hilly, with a chilly to temperate climate and strong winds thanks to Ostfriedland bordering The Balt Inland Sea to its north and northwest.
 
==The Highlands==
*'''Sinnedh:''' Sinnedh was originally a lightly populated, minor island off the coastline of the Regalian Archipelago which had a light Caeren presence in the region. However, after the [[Ériunin]] came into contact with the Regalian Empire, Sinnedh was a settlement point for those of their society who wished to join and aid the Empire. It helped that the territory was already similar to the climate of their homeland, [[Ériu-Innis]]. Sinnedh has in recent time become an epicentre of “escaped” Ériunin, as Ériu-Innis was clumsily freed of its ties to the Regalian Empire allowing the Allorn Empire to sweep in and claim the territory. Sinnedha is thus now the hub of those Ériunin who view Regalia as better for their homeland’s future. Sinnedh has dense pine and boreal forests alongside heavily hilled terrain, which can sometimes be quite open and misty, though mists also cling to the forests. The region even has an inactive volcano, its caldera low and practically flat, and Sinnedh is also frequently lashed with rain carried in from Archipelago-external weather fronts. It sits in The North Regal Sea.
*'''Mannadh Alba:''' The wilder of the two Albas, Mannadh Alba has a long history of resisting change, though such resistance has come to a rather crashing stop in recent years. The region long resisted Velheim incursions along their coastline, but could not stop the building of trading outposts, as well as the enslavement of locals into Velheim service, that continued for decades before and after the Cataclysm. However, when the [[Skagger Horde]] overextended itself, those Hordes in Mannadh Alba were thrown out, and their sites sacked by the victorious Caeren. The region then resisted the cultural change that overtook its southern sister, Clannadha Alba, which saw the Dunbrae Culture emerge. The two territories fought on and off over the years, but this conflict gradually calmed, though this did not stop [[Url]] from moving to the area to serve the conflict but also hunt the local moors. The results of allowing their arrival were unforeseen by the Caeren however, as The Horopadosi Sect soon followed, and Urlification grew in significance. The Url population is now large enough that Mannadh Alba is almost their second homeland, and they have entered into a united tribal alliance with those around them in the territory much to the discomfort of the Dunbrae next door. Mannadh Alba is heavily mountainous and grass hilled, with deep, cold lakes peppered between these mist-layered peaks and rises. The region also shares half of The Alban Glenns, a dense riverland of swamp and forests which comprises over half the border between it and Clannadh Alba. The region borders The North Regal Sea to the north.
*'''Clannadh Alba:''' Clannadh Alba was once of Caeren Culture, its locals largely feuding with the nearby Breizh and Anglians to their south. However with time came change, and while the locals initially helped their sibling territory to the north, the expansion of the Regalian Empire and Clannadh Alba’s proximity to more “civilized” areas saw their people alter into the Dunbrae rather than remain of their original Culture. This sparked a series of conflicts that ended in a stalemate and much like nearby [[Gallovia]], saw an unsteady peace established between the two groups. Clannadh Alba has since watched with discomfort as the Url presence so near to their shared border grows, but the peace has lasted, for now. Clannadha Alba is heavily mountainous and grass hilled, with deep cold lakes peppered between these mist-layered peaks and rises. However, it also has swampy riverlands across the generally flat central area of its territory. The region also shares half of The Alban Glenns, a dense riverland of swamp and forests which comprises over half the border between it and Mannadh Alba. It borders The Frozen Flats, impassable much of the year off its eastern coastline, and controls a quarter of the shoreline of the Inner Angle Sea, which has given it decent levels of contact with the Eronidas found there.
*'''Waddenland:''' An arch of sparsely populated islands dominated by the Lower-Heere Group of Anglian [[Culture]], Waddenland is a bastion of Dragon Worship much like other Lower-Heerse lands. Waddenland also gives its name to the Waddenzee, a region of water south of its islands which becomes walkable at low-tide. The islands themselves are windswept with few trees, and broad sandy beaches.
*'''Merredweg:''' Located east of Waddenland, Merredweg is a unique region of Anglia in that it is not heavily dominated by Anglians. It is the site of a significant [[Eronidas]] population, the group reaching the islands sometime around 100 AC and being allowed to stay there given their ease of combating the Velheim raids that were such a problem at the time. The region’s Eronidas population has always got along well with the Lower-Heere around them. The island-dense region arches around an area very similar to the Waddenzee found to its west, known as The Inner Angle Sea, which empties at low tide and can be walked through unimpeded. The wider island group is also a mix of hills, boreal forests, and swampy ground.

Latest revision as of 23:50, 30 May 2024

Gods and Goddesses

Unionism differs from other Religions, in that it has Duo-Gods. All Duo-Gods are divine and each have divine powers in the afterlife (though some Gods may be yet living). Unionists worship all Gods equally, though they may choose specific Patron gods which they worship more. The Everwatcher acts like an overarching God of Gods, but the Everwatcher cannot directly be interacted with, so most people end up praising the Everwatcher through the Gods and Goddesses. Unionism also has the Cults further below. Cults add Gods onto the standard Pantheon, but they are not mandatory for vanilla Unionists who don't worship the Cults. It is possible to be a believer of both Cults.

Theomar & Thedmir, the Prophets

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Description

Theomar and Thedmir are the Prophet Gods of Unionism, the spreaders and founders of the faith. Theomar is also known as the first God-Emperor of Unionism, a title used to refer to the Emperors and Empresses who ascend to godhood after their deaths. In life, Theomar was the first Vessel-God of Unionism, making him the first physical speaker of the Everwatcher, and thus was responsible for proclaiming the message of Unionism through the Creed. Thedmir was a God of the Guided Unionists, but following the mending of this community with the rest of the Unionists, was included as the Duo-God with Theomar, as Thedmir was equally responsible with spreading the faith of Unionism during its beginning. Together, the Prophet Gods represent the Faith of Unionism, the spreading of it to further the Great Way, and strengthening the Religion through various rituals and practices. They are often represented by the necklace of friendship, as the bond between friends is the same type of bond that should be shared between all Unionists. Their main place of worship is the All-Beacon Temple in the center of the City of Regalia, which is the tallest temple in Unionism. Rituals of the Prophets include the preaching of Unionism to non-believers, aiding in the defense of holy places, mediating disputes between adversaries, and providing spiritual guidance to the military. There are also rituals concerning the sanctification and re-affirmation of friendship.

Virtues

The Virtue of the Prophets is to be faithful, which is practiced in a multitude of ways. First, the act of preaching and spreading the faith is an act to honor the Prophets, as well as ensuring the safety of all Unionist holy places to ensure the faithful can worship freely. Secondly, faith is practiced by supporting the Regalian Empire. As the State Religion, Unionism expects that its practitioners are good citizens, from the lowest commoner working an honest job, to the highest Duke governing fairly as a representative of the Emperor. Finally, the Virtue of Faith is expressed as friendship, or faith in one another, as only through shared bonds and experiences can the Great Way be progressed.

Vices

The greatest Vice against the Prophets is to turn away from the Great Way, or to impede it. The most obvious example of such sabotage is treason against the Regalian Empire. As the State Religion, Unionism and Regalia are treated as one and the same in the hearts of Unionists, meaning that to harm the State by cooperating or aiding foreign adversaries is considered both a secular and religious crime. Likewise, the hindering of missionaries is likewise seen as a sin against the Prophets' message. As a tenet of Unionism is loyalty to the Regalian Emperor, spreading the faith to foreign nations is often a first step in incorporating them into the Empire's territory or network of alliances. Preventing the spread of Unionism to these states makes future diplomatic missions far more difficult, which can lead to setbacks in the Empire's ambitions.

Legacy

In life, Theomar was known as Thulric Ivraan, later known as Theomar Ivrae, the First Emperor of Regalia. It was Theomar who received visions from the Everwatcher which led to the proclamation of Unionism via the Creed, and set the foundations for the religion. Theomar was the Vessel-God, and was considered to be a mortal God. Following his death, the Covenant Council confirmed his ascension to the Pantheon, maintaining the same divinity he held in life. Thedmir was known in life as Thedmir Kade, Grand Alder of Anglia and first Arch-Chancellor of the Regalian Empire. As a lifelong friend of Theomar, Thedmir co-led the Five Family Rebellion which established the Regalian Empire, before working on laying out the government structure alongside the Emperor. When Theomar recieved his visions, Thedmir became the first convert to Unionism, and aided in its spread among the ruling nobility of the Empire. Following his death, Thedmir was not immediately seen as a God, though the Guided Unionists would deify him centuries later to be a Duo-God with Theomar, as status which eventually was adopted by all Unionisms following the mending of the schisms.

Ness & Eora, the Saviors

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Description

Ness and Eora are the Savior Gods of Unionism, the saviors and protectors of the faithful, and the granter of mercy. Ness was the first God-Empress of Unionism, a title which refers to an Empress of Regalia who obtains Godhood following her death. Eora was a God of the Guided Unionists, but following the mending of this community with the rest of the Unionists, was included as the Duo-God with Ness, as the two were contemporaries and worked together during their mortal lives. Together, the Savior Gods represent the mercies of Unionism, to care for those in need, to heal those with illness, and to forgive those who transgress others. There are represented by the Butterfly Mask of Ness and the Habit (head scarf) of Eora, as both were notable belongings of them in life. Their main place of worship is the Temple of Salvation on the outskirts of the City of Regalia, which also doubles as a hospital. Rituals to the Saviors involve forgiving, nurturing, and healing others. The act of taking private confessions, volunteering as a medic or aid in a clinic, and visiting prisoner to offer love and kindness where there is often rejection and apathy.

Virtues

The Virtue of the Saviors is to be merciful, and show kindness and compassion to others, even if they would be underserving of it. To Unionists, the ability to forgive those who have wronged them is seen as a deep spiritual conviction just as much as it is a mental one. Even the most damned individual is still deserving of mercy, which is why this Virtue is often a struggle for Unionists to uphold at all times. Ultimately, all people are mortals with free will, and thus are prone to sin from time to time. The Saviors thus task Unionists to be understanding of this reality, and to always be willing to offer the same love and care that they would expect from their closest friends and family.

Vices

The greatest Vice against the Saviors, is to be bereft of mercy, and to close off one's heart to the possibility of forgiving others. As mortals, Unionists are well aware that it can difficult, if not seemingly impossible, to forgive some people for their actions. However, the Saviors warn that unless one opens up their heart to the possibility of forgiveness and mercy, one cannot every truly recover from the harm done to them. Likewise, if one does not consider extending mercy to others, they can often become blind with grudges that rub off onto others, perpetuating a cycle of hatred and cruelty. As such, Unionists should always try to forgive those who wrong them, even if it is difficult, as they may end up being the ones who seek out such mercy, and would be defeated if they were not forgiven for their own transgressions.

Legacy

In Life, Ness was known as Nessaria Calontir, Empress to Henri I. Nessaria lived a life of infidelity until she was blinded by her husband as punishment, eventually finding love in Henri after the births of their children. Following Henri's death, Nessaria would lose three of her children to assassins during the Years of the Three Emperors. As the Dowager-Empress, Nessaria personally forgave the assassins, an act of mercy unheard of for a mother who lose her family. She would spend the rest of her life visiting Greygate Prison at night to turn the worst criminals into repentant faithful. Following her death, the Covenant College proclaimed her divinity and ascension to the Pantheon. Eora was known in life as Eotranna Kade, serving as an Arch Chancellor of Regalia for a brief period before resigning after suffering a stroke. During her tenure and afterwards, Eotranna helped promote the medical field by funding the construction of hispitals and clinics across the Empire.

Juvin & Glanzia, the Purists

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Description

Daiana is a Dragon in a categorical sense, but she is actually the planet of Aloria itself, though whether she is all of it or only the core of the planet, is unclear. Her exact nature within Draconism is quite unclear, but she has been attributed to the Soul Rivers which are a form of invisible arteries of the world that seed life, and the cycle of birth. While Aurora makes the bodies of creation and Orion lifts them into the afterlife after Umbra has killed them, Daiana creates the seedlings from dead soul matter to seed new life in newborns and thus create new souls. Another aspect of her is that she creates all the Gods of other Religions, at least the Aloria-native ones, though not directly. It is said that Daiana dreams the wills, ambitions, hopes, and fears of the people of societies without divine guidance because they live on her and their feelings affect her as the planet itself. In turn, she dreams of these things, and in doing so manifests the Gods. It is thus not exactly correct to say that she creates the Gods exactly, but that mortals feed her with information, using her dreaming as a conduit to wish into existence their own Gods for divine guidance. It is important in this regard never to appraise Daiana as some mother-Goddess of all Gods because they owe no loyalty to her but to their own followers. Daiana as a Dragon has never been met in person, because as the planet (or its core), she is incapable of manifesting in a humanoid form, though she does produce Godborn through her Dreams who do call her mother. They, and some other Archon, may occasionally perceive visions in which they do see her.

Virtues

A virtue for Daiana is environmental conscientiousness. Her virtue is not exactly complete environmental protectionism, to some degree Draconists do acknowledge that the planet has the means to heal itself and restore the functions of any ecosystem. Aurora, Daiana, and Gaia can reasonably restore lost plant and animal life and even recover certain geological features, so an occasional factory or strip-mine won't destroy the world. Magic however, is something these three Dragons have difficulty counteracting, so a virtue is to remove lingering corrosive magic from environments.

Vices

A vice for Daiana is disregard for the value of a life. This may sound similar to Regulus's desire to see murderers and killers punished for ending lives, but it's more about the treatment of the living, than the dead. Forms of disregard for the value of life include slavery, domestic abuse, or just the complete disregard of a person's value in society or group, no matter how outcast they are. To Daiana, each life and each soul has a story to tell, and being forced in bondage or horrible conditions is a mistreatment of the value of a soul's story, and that can include Spirits within The Succession.

Association

Daiana has no true domain over which she supposedly rules, though caves have often been associated with her presence. Daiana is considered an elemental ancestor Goddess to the Eronidas, so they have completely embraced her as "Mother Ersetum", which could roughly be translated to Mother Earth in Common. Much of Eronidas ancestral spirit worship and shamanism is inspired by her, and so Daiana often appears as an Eronidas in Dreams, while many of her Dreamborn God-children are Eronidas or Half-Eronidas. She is also often called Spirit Mother for her role to their place in Draconism.

Allest & Brand, the Marshals

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Description

Triton is a complicated Dragon for Draconists because he is both a Draconism God and an Evolism God at the same time. This occurred because Caius entered the Void when it first opened, naive about a new thing that had appeared in the world and needing to investigate, only to have his soul split in two from the traumatic experience. Triton was then trapped in the Void as his mirror reflection, while Caius languished in Aloria. With Triton present in the Void but still part of his soul, Caius became sick with a Void infection that eventually killed him. When it killed Caius, it was expected that Triton would be re-absorbed into Caius's reincarnation, become the new Caius, or just cease to exist, but none of these things happened. When Cinerius was reborn, Triton remained independent in his own Godhood, and Cinerius was no longer Void-infected, thus meaning their bond was severed. With this, Triton had to be reviewed as a member of the Pantheon, instead of a tolerated extension of Caius. Eventually, the Dragons agreed to permit him to assume the role that Caius once had as War God, Cinerius had more strongly veered into the role of an emotion and passion God. Triton came to exemplify the inevitability of Empires rising and falling, and the eventuality of wars raging between peoples. He became a paragon of warriors and those prepared for conflict. Of duelists and tournament champions, and generals, while also more widely preaching the need for Draconists to assume high positions of power in other societies, even if they were minorities, to assume responsibility of power.

Virtues

A virtue to Triton, is competency and skill. In a more subdued summary of the entirety of Estelley as a Religion, Triton stands for the acquisition of skill, and to always seek to improve and become the best at something, while also using that skill to teach others within the faith to be better. Triton commands that the faithful become perfect warriors, scribes, politicians, farmers, craftsmen, painters, cooks, and so much more. Another virtue for Triton, is just the pure acquisition of power, whether to subject others to one's opinions and ambitions, or to become the ruler or leader of a group or larger entities.

Vices

A Vice for Triton is vaguely speaking the concept of incompetence, but more so the inaction of others in the presence or witness to it. Essentially, for Triton, there is no worse crime, than to suffer the incompetence or ignorance of others, and take no actions to correct them, sometimes with violence or anything else short of killing. Triton decrees that any servant or soldier belonging to an ignoble and idiot king, is just as complicit in the fall from grace of the Kingdom, as the King themselves. Triton also considers keeping important information a secret from fellow Draconists a sin.

Association

Triton neither has a historical domain or a cultural association. However, he has become very popular among non-Isldar/Maquixtl Elves who worship Draconism like Fin'ullen and Kathar, and particularly Kathar, because he also resembles one. His nature as both an Evolism and Draconism God causes a modicum of friction, though all Draconists would do well to remember that Divine Dogma often has gaps, in which interpretations differ. While Evolist and Draconism Triton are the same entity, each religion's interpretation, and dogma are valid and not contradictory.

Elia & Leona, the Protectors

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Description

Nox, once the imprisoned Dragon, is best described as the Dragon of intellect and knowledge, and the application of that knowledge with calculation and wisdom. Nox spent thousands of years imprisoned for the crime of violating the laws of creation imposed by the Dragon Conclave, his sin being the creation of Slizzar. In hindsight, however, it was deemed in the conclave that Nox had willed this, as his immaterial existence was actually more powerful and far-reaching than a limited physical manifestation. Begrudgingly, after the death of Caius, the Dragon Conclave rescinded his punishment and released him from the mirror-realm imprisonment, which he in turn begrudgingly accepted. His motivation for doing so was largely because, even if the Slizzar had been tools designed by his hands so many years ago, he had grown quite fond of them, and considered them his children. Close and physical proximity was in the end worth more to him than the benefits of his orchestrated imprisonment, though some would continue to claim even this story was just a ruse to make the other Dragons comfortable ignoring whatever else he was up to. Nox is forever held with some expectation of duplicity, because he has perfected the art of deceit and obfuscation, and also acts as an example to the faithful to hone these skills. Nox has now resumed his position of Dragon God of knowledge and has begun the construction of a true Draconic archive that would put the Conduit and Codex sites now lost in Regalia to shame as paultry libraries. Which of course, only the Slizzar and allies have access to.

Virtues

A virtue to Nox, is to retain the secrecy and mysticism of Draconic knowledge and purposes, away from other non-believers. Even if it is a sin to vice to Orion for Draconists to consider themselves as better than others, a lot of societies around the world only function because they lack critical information that Draconists do have access to. It is virtuous to release information that others need if the need is great, but it is also virtuous to protect and ration the usage of Draconic information and sites to prevent such things from being misunderstood. In essence, protect the Dragon Sites from misuse.

Vices

The greatest vice for Nox is to be caught unprepared, unaware, or to posit one's self with stubbornness and narrow-mindedness to new information. With a God so focused on knowledge and wisdom, it is inconceivable to Nox that anyone would decline an opportunity to learn more, or not be gifted with an endless curiosity to experience more or see different sides of the same coin, or learn more facts about the world just for the sake of it. This in part also reflects on people, where Nox considers it a sin not to seek a deeper understanding of the people one chooses to surround one's self with.

Association

Nox has traditionally been seen as the domain lord of Hadar and the surrounding isles, with him controlling the land, while Felicula controlled the seas. His strong favor for the Slizzar is apparent. Not only did he create them, he also ordained everything about their society, and what guides them, building them a city, and arming that city with complex Dragon Magic to keep it running and safe forever. Slizzar society is the only society in the world that is completely and utterly devoted to Draconism at every level, and as such presents a unique opportunity to immerse in Draconic Culture.

The Everwatcher & Alexander, the Vessel

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Description

Marik is a storied individual with a complicated split identity as both a Unionist and Draconism God at the same time. Unlike the other Dragons who were ordained back into existence by Regulus, Marik was reborn long before Regulus discovered his Dragonsoul, by the Everwatcher. Rather than declare him not of Draconism, it meant that he now was given an additional purpose side Unionism, to mend the division between Songaskians and Qadir that continues to haunt their society. For Draconism, Marik is the leader of the Dragons that brought about the Great Storm, and Songaskians were in part made from the sacrifice of their bodies and souls on their end. While Marik was originally a God of the Leylines and Ley Sites, machinery and ancient devices that fuel the various functions that Dragons hand over to Soulcores that serve them, his focus has since shifted to the lack of real acknowledgment of kindness. Historically, Draconism has been a religion of mechanics and protocols, with very little room for actual generosity and charity between people, and Marik saw that much of what caused problems for the faithful, were exactly their inability to express social behavior to others, or have it directly encouraged by the Gods. Marik still very much is a technology god for the faithful, but he also strongly preaches the need for kindness and consideration, for warmth and hospitality, and for forgiveness, and empathy and compassion for losses, to ensure that the Draconic people are not widely considered sociopathic, but more importantly to heal the Qadir-Songaskian conflict.

Virtues

Virtues for Marik are all things related to kindness: saying kind words, being helpful, being reassuring, showing compassion and sympathy, having true empathy and understanding, being charitable and gracious, and even in some cases being self-defacing or self-sacrificing if it is for the greater good. Other Dragons are often focused on leaving the whole world a better place as a whole, while Marik is more personally invested in making the lives of individuals better, both involving the Draconism faithful themselves, and those outside of the faith as non believers to be included in their holidays.

Vices

A Vice to Marik is the destruction of the work of others. Work is quite loosely defined here, but usually means things physically created by others like buildings, art, pottery, writings, machinery, and so forth. Creation in the material sense is considered an extension of the soul, and even if created by hands of evil, so long as the thing itself isn't doing evil things, it is blameless of the moral conditions it was created in, and thus can still be beautiful. An exception is obviously made for things that encourage evil, like writings which detail death-magic spells.

Association

Marik has strong cultural associations with the Songaskians, are they are quite literally made out of his soul and body during the Great Storm. Traditionally Marik's domain was considered Ard al Nur which contains strong tie-in points to all the other Leysystem networks across the world supporting the various Dragons in their junctions. Due to Marik's work of maintaining the Leylines, however, his presence was historically more global. Currently, he physically resides in the capital of the Qadir Ailor in Al-Alus, still attempting to mend the hatred between the Qadir and Songaskians.

Neall & Nolven, the Cultured

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Description

Umbra as a Dragon is difficult to explain to non-believers because in all optics he seems to be a vile God if one doesn't support the necessity of the cycle of life and death. Umbra is a Death God for Draconism, who specifically created the concept of death and finality. He created the concept of entropy in all organic life, he created diseases and the concept of decay, creating all manner of microscopic life that feeds on the death of others. Umbra defines the necessity of the finality of life, because he remembers the inertness of life as it was with perpetual immortality. Even free will alone was not capable of encouraging life to flourish, to expand, to experience the full breadth of possibility, and eventually became a form of entropy of the created world in itself, where all ordained functions of creation would eventually grind to a halt and no new life would be created. With the cycle of life and death, each mortal thing is given a relatively short window by which to burst into existence, to express all the things that Dragons hold dear to life, and then to fade from existence in an ugly way, yet with grace. This is why many outsiders call Umbra a cruel Dragon of Death, but internally he is seen as the guarantor of life who has not only created the concept of death but also guaranteed that expressions of life are perpetual. The joy of a newborn, a child's first lessons, first love, a couple's first commitment, the sharing of life's burdens in union, and the eventual pain of loss. Without Umbra's framing, the world would be unfeeling and unmoving, whole ideologies would cease to be.

Virtues

Virtue to Umbra is to let pass any form of life into an elegant or graceful natural end. This means at a base line, he wishes for the faithful to combat Undead and Geists, or anything that bears loyalty to the Beyond and the Malefica, Consigner, or Machinist because they corrupt the concept of death into a vile impersonation for power. Secondly, it is virtue for the faithful not to let the sick and dying suffer towards their end, but to give them the mercy of the final peace and to embrace the final end with dignity and poise, such as the Life Song for the Isldar.

Vices

A vice for Umbra is to seek an unnaturally long life or to attempt to usurp the functions and powers of the Dragons for personal reasons. Umbra always threads a fine line with Archon by ordaining them with powers and the authority to decide over life and death for others, but turning on them should they stray from their purpose and start to covet that which is held by the Gods and the Gods alone. Umbra charges the faithful and the Archon especially to remain vigilant and root out those among them that would see the Dragon's means not as a gift in a larger purpose, but as personal vainglory.

Association

Umbra's cultural associations are difficult to track because his historical domain has been the far south of what is present day Sendrass. This continent however has been off-limits for thousands of years, due to the prevalence of Void Worship among the local Allar populations, and their extreme violence to outsiders. As a result, no real archeology has been performed, and no other sentient people have been sourced to understand how they might have interfaced with Umbra when he roamed these jungles. Little else is known of specific cultures or people who held him in high esteem.

Al-Asir & Marani, the Inspired

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Description

Felicula is a delightfully uncomplicated Goddess and Dragon who has exclusively positive traits to ordain and encourage. Simplest put, she is a culture and art Dragon who encourages and fosters a sense of creativity and desire to create among mortals. Beyond this, however, she and Marik are considered the kind-hearted kindred among the Dragons, who hold only affectionate attitudes and interactions with mortals. Her worship is found simply in the act of celebrating other people or general festivities and holidays. Out of all Dragons, she was perhaps the most engaged in offering solace and peace to mortals, especially in Hadar. Her role has historically held great significance to Allar who fled persecution in Sendras, where she welcomed them with open arms and taught them to smile in a new land of opportunity. Thus became all the greater the pain of loss when she too perished at the end of the Immortal War. Felicula's wish for everyone to be happy can be felt in all who see her as their patron including but not limited to entertainers, dancers, musicians, bartenders, party hosts, painters, sculptors, dancers and so much more. She endears the act of gift-giving, or caring for others in their time of need, and to seek a general well-intentioned attitude to the world that may be rife with mistakes, but always learning to be a better person. An often understated aspect about Felicula is that she is actually one of the most powerful Dragons, who generates and manages a vast portion of Draconic Magic. All Draconic Mages somehow trace their Magic back to her, as it was she who ordained the first spells and incantations.

Virtues

Virtue to Felicula is to express one's own creativity in creation of art, whether that be something physical or the spoken words, weaving together beautiful words or kind offerings to another as a work of art. Failing the ability to do it one's self, virtue for Felicula is also to fully absorb and appreciate artful things where they can be found either in artificially made form, or in nature. To admire a painting, or the beauty of symmetrical design in nature, or to hold particular esteem to the beauty of random creation in nature itself. Her wish is for others to hold curiosity and wonder for the world.

Vices

Vice for Felicula is to show wroth and contempt or cynicism to those who are undeserving or to behold beauty with indifference or apathy. There is no greater crime to Felicula, than to witness a person who has become so blunted by cynicism, that their life no longer has color or capacity to appreciate the inherent beauty in life. Another obvious vice for Felicula is the usage of Sinistral Magic, though within the framing of her Succession oriented ideology, she does permit some of it in desperate circumstances while relying on the other Dragons to mend the damage.

Association

Felicula is strongly associated with the Allar, and to some degree with the Maraya, due to her home region being the seas of Hadar. When the Allar fled north to Hadar following their persecution among their Sendrassian cousins, Felicula welcomed them with open arms, and was like a shining beacon of hope and joy in an otherwise dour situation in the lives of refugees. She however was largely a cultural symbol, rather than resulting ina wide-spread Draconic idealization like is present in for example Isldar or Sihai culture in particular.

Tanthor & Dari, the Preservers

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Description

Severena is the Jade Dragon, the warden of the world and the first to ordain infection as foreign and unwanted. Severena's role in the Draconic Pantheon is to protect the world and the Draconic cause from danger, to foresee calamities and potential disruptions to the cycle of creation, and to eliminate them. To this effect, she is the mother of all Archon, even if individual Archon lineages are more stylized based on other Dragons, all their power is derived from her, as she was the one to create Archonism as a concept to include mortals in the Immortal War. With the passing of the immortal war, Severena's role became more passive, and her long-held secular leadership of the Sihai people passed into a more passive dream state when she and the other Green Dragons entered their slumber. In doing so, they froze the sea around the Sihai lands henceforth referred to as the Jade Sea, which also erected a massive wall that cut the Sihai lands off from the outside world, with periodic attacks from Demonic Akula that sought to destroy them. While Severena's work was more proactive in the past, after the end of the Immortal War, her guidance became more abstract, seeking to find more meaning to the lives of Archon. In essence, worn down from incalculable losses over the millennia, Severena had wished for a better fate for those who shared with the Dragons in the Immortal War, to see them flourish in ways beyond being throw-away soldiers in a never-ending conflict. When the Immortal War ended, it was she who set them free to ordain their own existence and future, while continuing to guide the sihai people.

Virtues

A virtue to Severena is to take responsibility to protect and save the world from calamities, even if that involves protecting or helping societies and groups of people entirely alien to Draconism. While many of the other Dragons focus on the work of the faith within, Severena seeks a conscientiousness among the faithful that extends beyond their own immediate surroundings, and to be aware of the wants and needs in security of others. Ultimately the world is shared by all in it, and Severena tasks the faithful to seek out the dangers that encroach upon it, and to make headways into averting destruction.

Vices

Vices for Severena are the tactless opposite of her virtuous traits. She is a Drago of patience, insight, contemplation and decisiveness. Inverted aspects of these, being impatience and quickness to act without consideration, arbitrary judgment and reaction without having insight, or refusing to think more deeply about the state of things that are or things that are to come, are considered sins. Where-as Nox is a knowledge and wisdom God, Severena represents the means to ply those traits into practice through wit and insight.

Association

Severena is strongly associated with the Sihai, as even though unlike Nox she did not make the Sihai, she and the other Green Dragons were held as the secular leaders of the Sihai people, who nonetheless still had their nobles, kings, and emperors. Nearly everything in Sihai culture is in one way or another related to Dragons, from art to weapons to philosophies to architecture. Though, rather than Sarakand which was actually built by Dragons, Sihai culture is more designed from the optic of worship of Dragons. As such, it should be no surprise that Severena's domain is the far East.

Mendes & Hor, the Prosperous

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Description

Aurora is the mother of creation, all living creatures (except those with very niche creation origins) descend from her Craters of Creation. These Craters were the impact sites where Orion called down a meteor, wiping out all living organisms, only for Aurora to re-populate it with ever-changing creations while she experimented with the fine-tuning of ecosystems and biodiversity. For every butterfly, or otter, or crocodile mortals know, there were a thousand failed experiments in the Craters of Creation, all who lived out their lives but ultimately failed to meet her piercing and judging eye. To many Draconists, Aurora is a stern and mal-content mother who scolds and judges her creations from afar, but whose work is still so crucial to the continued existence of the world, as she perpetually repairs damaged food supply chains and animal hierarchies. Aurora was together with Gaia the original Dragon to be worshiped by the Allorn Dregodar Cult, and fled Daen where her Craters of Creation used to be, to Ellador in the hopes of escaping the prying encroachment of the Allorn Princes on her work. There, she met an untimely demise after the Dregodar-Dwarven Wars, which were incited by Allorn deceit. In her death, her body was inhabited by Frisit, an Ordial abomination under control of the Ordial Glacial. For hundreds of years, they pretended to be Aurora who slept in the immaterial until she was awoken and revived by Regulus and Renita, the Blue Dragons. Following her revival, she found the world in a sordid state, with many ecosystems having collapsed and whole regions deprived of wildlife. While her people descended into civil war over her legacy, she studiously did what she did best, to ignore the problems of the world and concern herself only with the creation particles of her hyperfixation.

Virtues

Despite her frigid and apathetic nature to the existence of mortals, Aurora does embody a variety of virtues that may be hard to understand from her work. In the Craters of Creation, there is total equity and freedom for all beings of creation. As such, her virtues have become associated with justice and equality of opportunity. She demands that the faithful live in the same virtue that she holds her work, to judge fairly and equally between all, and to hold no favoritism or sentimental benefit to any one party, and to not withhold the freedom of choice to those who have earned it.

Vices

Aurora's vices are equally perhaps surprisingly to behold, but become more sensible when examining her work. She considers cruelty, sadism, or other forms of glee from the suffering of others to be a vice. She loathes wroth and acts of callousness, and the entire concept of hatred is anathema to her. Those who bear hate in their heart cannot see to their work with impartiality, and those who respond to indignity with callousness commit the same errors that were inflicted on them with injustice. Aurora demands a fair and even-handed approach from the faithful to all that they endure.

Association

Aurora has a strong association with the Isldar, though this cultural association has considerably weakened since her revival, as many of them were under the impression they followed her, when they actually followed the Ordial Glacial. Aurora in turn does not truly recognize the Dregodar of old anymore, her death changed them, but this was a change she did not preside, so while much of Life-Isldar society is still centered around the concept of her worship, in practicality they have veered more towards Regulus patronage, due to Aurora's apathetic demeanor.

Sinnavei & Eirlys, the Allies

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Description

Gaia is not a Dragon exactly, but a mortal Aelrrigan Knight named Iorwerth (depicted right) who was an Archon serving the Dragons, carrying the soul of the dead Dragon Gaia. For centuries, Iorwerth was forced to serve the Malefica, one of the greatest unseen enemies of the Dragons, forced to conjure up vast magical structures, mazes, and fortresses for the Malefica and its Shades to use to deal death on mortals in the living world. He was forced to do this because his lover Cadell's (depicted left) soul had been captured by the Malefica, who used him as a bargain to string Iorwerth along. Through the intervention of mortals in Regalia, Iorwerth and Cadell were able to break free from the Malefica's control, and return to Aloria. There he rekindled with the Dragons he once served, but also still held the power of Ordial god-hood. For this, the Dragons tasked him to ascend to their pantheon by being the (somewhat reluctant) host of Gaia's Dragon Soulspark, a Dragon who had perished many centuries ago during the Denial of Immortality. While many of Iorwerth's structures still serve the Malefica, all have become overgrown with lush vines and the Lillies of the Valley, Iorwerth and Cadell's favorite flower. In this, Gaia's powers manifest as the Dragon of Nature, the other half of Aurora's Craters of Creation. While she created the living beings that inhabited nature, it was Gaia who created the plants and trees and flowers that decorate all the realms. Thus, carrying life and death in his body and his love by his side, Iorwerth is the Draconic God of Nature, tranquility, absolution, and redemption in rebirth.

Virtues

Virtue to Gaia (This God is both called Gaia and Iorwerth) is preserving balance of nature, in the give and take between the forces within an ecosystem, and preventing cascade collapse due to dying flora. From the smallest of maggots, to the largest of mammals, nature exists as the bedrock of life on Aloria. Iorwerth specifically adds to this, by making the act of redemption both in receiving and offering others the chance, a true virtue and to never give up in the face of even the most malicious of death-bound forces to return to a righted world and make amends.

Vices

Vices to Gaia, are the stupidity and naivety to outsmart forces greater in power than the self. In this, Iorwerth and Cadell's centuries-long imprisonment in the Beyond acts as a deterrent and a warning that evil forces are not interested in playing fair or honest, and that respecting duels or challenges of powerful entities is foolish. Iorwerth and Cadell express above all that it is a Vice to not seek help, to not ask for saving, and to foolhardy insist that the individual can overcome all trials and struggles alone. Gaia looks down on lone wolves who risk others with their own recklessness.

Association

Prior to merging with Iorwerth, Gaia was primarily seen and worshiped among the Dregodar Cults in the Allorn Empire, where he and Aurora were most visible to the Allorn Elves. Through some process that is not well understood today, Gaia and all other Nature Dragons were killed by the Allorn , causing the flight of Aurora and Dregodar. Now, Gaia is more associated with Kintyr and the Breizh people, due to Iorwerth and Cadell's Breizh nature. Effigies to Gaia or Iorwerth are often placed in buildings built by Draconists, sometimes even secretly. Gaia's historical domain is south Daen.

Caan & Kaldric, the Burdened

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Description

Where Severena is both the spiritual and secular leader of the Sihai people, Orion functions like the exemplar spiritual ambition of the Sihai people. While Severena teaches the people detachment from material possession, attachment, and trauma, the worshipers acknowledge that Severena's functions in the world are rooted in attachment, and that she can never reach enlightened existence. Orion is however that enlightened existence made manifest. They are the only Dragon that exists outside of what Draconists call the Terrasphere, a boundary between the breathable air of Aloria, and the immaterial beyond in the cosmos. Orion is the Dragon of the stars and the Celestial Bodies (Planets, Moons, and Sun). They exist in a state of perpetual detachment from the events of Aloria itself, because they are not bound to it by any intention or purpose other than their loyalty and membership of the Draconic conclave. Historically this has meant that Orion was not traditionally present in the Draconist Pantheon, they were more a cultural symbol for the Sihai, but since The Advancement, Orion has taken a more direct role in the lives and virtues of mortals on Aloria. It was Orion whose sober detachment from the world, allowed for them to take on the task of creating and shepherding the afterlife of Draconism among the stars. They are the ferry-person who delicately fetches the wandering souls from the Soul River after they have passed on, and weaves stars and constellations as their souls are carried into the enlightened immaterial. In short summary, Orion has become the guardian of the Draconic afterlife.

Virtues

Orion is the patron of Draconism priests and mortuary people, those who perform rites for the dying and the dead, and those offering religious services. To many, their greatest quality is their detachment from material obsession, from desire to own and consume, or from holding on to painful memories and wishes of vengeance. Virtues to Orion, are charity in possessions, temperance in want, and forgiving of the wrongs that have been done to either the person themselves or society at large. A less common virtue, is the acceptance and inclusion of atheists to hold a protected place among Draconists.

Vices

Orion's greatest vice is directly related to Draconism as a religion itself. While other religions loosely acknowledge Dragons as the tenders of the material world's operating functions, their divinity is only acknowledged among Draconists. However, the fact that their Gods are ever-so-slightly more important than other Gods to the functioning of the world, breeds some kind of smugness or self-righteous superiority among the Draconism faithful. It is exactly this self-centered sense of superiority that is the greatest Vice that Orion speaks out against as the downfall of enlightenment.

Association

Orion's role is most prominent among the Sihai people in the east, but their presence can roughly be traced through nearly all Dragon-worshiping communities, including the early Aml Tribes in the Regalian Archipelago, the Dregodar Cults in the Allorn Empire, the Slizzar of Sarakand, and more. Due to the prevalence of cosmic symbolism and the stars in so many early cultures, Orion's name has been present and consistent among nearly all languages, being the one word that is universal everywhere. Orion has largely been absent from the world until recent, however.