The Everwatcher and various other Gods and Goddesses
Origins
Unionism as a religion was created in the year 5 AC when Emperor Theomar (the founding Emperor of Regalia) proclaimed the Creed (the holy Scripture) as visions received from the Everwatcher. In the beginnings of the Empire, the faith was slow to spread, but through providence and divine intervention, as well as Regalia's military spread and aggressive missionary proselytizing, Unionism quickly spread from its small cult-like origins to a world-religion. It has over the years also absorbed Gods from smaller religions, and included Gods form other Religions to become a very all-inclusive cosmopolitan Religion. While most other Religions are Race specific with some caveats, Unionism is a cross-Race religion that invites all Races to join under the Everwatcher.
Schisms
Unionism has had a series of schisms in the past centuries, notably the Evintarian schism which was the result of dogmatic differences and a civil war, and the Supremoclast schism which followed a more critical and humanist conscience of the people. This resulted in the Religion splitting in three (with some smaller cults that were later re-absorbed) that engaged in some degree of religious war on each other to proclaim supremacy over the concept of the Everwatcher. It took several centuries, but in recent times, the conflict wounds healed, and the priests of all Schisms came together to re-merge the religious communities, founding the Unionist Divine, which represents the current faith and priesthood. Some Cults like the Evintarian and Guided Cult still exist, however these add optional additional Gods, rather than radically diverging from religious beliefs.
Core Beliefs
Unionism is a polytheistic Religion with one single superior being and his mortal vessel on earth, and a whole host of paired Gods who all offer specific lessons of the faith. The Religion's primary objective is world domination, that is to say, to create a globe-spanning Regalian Empire that can create eternal peace and stability, and bring about paradise by banishing war and suffering and death, and bring back all the dead from the Afterlives into an eternal paradise. Each of the God Pairs provides what the Unionists call, a Golden Lesson, which acts like a virtue, and opposes a sin in the belief of Unionism. If a person dies and their soul is judged by the Everwatcher they are found to be virtuous, they join the Everwatcher on the Great Stairway where they watch down on the living in wait for paradise to come. If they are deemed sinful, they are re-incarnated in the mortal world, so they are given another chance. The following Golden Lessons can be found in Unionism:
The Golden Lesson of Theomar and Thedmir:
The Golden Lesson of Ness and Eora:
The Golden Lesson of Juvin and Glanzia:
The Golden Lesson of Akkest and Alexander:
The Golden Lesson of Theomar and Thedmir:
The Golden Lesson of Theomar and Thedmir:
The Golden Lesson of Theomar and Thedmir:
The Golden Lesson of Theomar and Thedmir:
The Golden Lesson of Theomar and Thedmir:
The Golden Lesson of Theomar and Thedmir:
The Golden Lesson of Theomar and Thedmir:
The Golden Lesson of Theomar and Thedmir:
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.
Prophet Gods Theomar and Thedmir
Name: Theomar (left) and Thedmir (right), the Prophet Gods, first believers.
Patron: Fathers, Rulers, Nobles, Leaders, Commanders, and Best Friends.
Symbols: Theomar and Thedmir are symbolized by the necklace of friendship.
Role: Theomar and Thedmir were the Prophets of Unionism, spreading the faith.
Traits: Patriarchy, Insight, Good Governance, Loyalty, Friendship, Faith.
Temple: The All-Beacon Temple in Regalia proper, the largest Unionist Temple.
Allies: Regulus Worshipers, Dáuw Worshipers, anyone in the military.
Enemies: In essence all Evolist worshipers, and all Vola Fornoss Gods.
Rituals: Theomar and Thedmir Rituals involve re-enacting the struggles of them in the early days of Unionism. This involves preaching the faith to non believers, aiding the faithful in the defense of their holy shrines and places of worship, to mediate and act as diplomat for embattled groups, and to provide spiritual guidance to the Military. Theomar and Thedmir also have rituals concerning the sanctification and re-affirmation of friendship.
Mother Gods Ness and Eora
Name: Ness (left) and Eora (right), Empress and Chancellor in life.
Temple: The Temple of Salvation in Old-Town forest side, which doubles as Hospital.
Allies: Leif Worshipers, Severena Worshipers, Daiana Worshipers, Medics of any Faith.
Enemies: Murderers, people who adopt adults, people who attack medics/the unarmed.
Rituals: Ness and Eora rituals are all about forgiveness and nurturing and healing others. This may involve taking confessions, but can also involve volunteering at a medical station or healing house. Furthermore, Ness and Eora faithful travel prisons and downtrodden areas to give forgiveness to the damned, and offer them love and kindness where there is only the cold sting of rejection and apathy to the fates of the forgotten.
Pure Gods Juvin and Glanzia
Name: Glanzia (left) Goddess of Pure Soul, and Juvin (right) God of Pure Reason.
Enemies: Mage-Radicals, Theurgists, Those with Demon/Arken Pacts and Deals.
Rituals: Rituals belonging to Juvin and Glanzia usually involve the Rites of Investigation. This usually involves an in-depth investigation to some kind of mystery, for Juvin that being discovery of new information and publication to the masses, and for Glanzia to uncover hidden Mage sand the Occult, and to warn the general public. General rituals and customs also just involve educating the masses on general factual information and debates of skill.
Martial Gods Allest and Isebrand
Name: Allest (right) God of Warriors, Isebrand (left) God of Gladiators.
Enemies: Pacifists, cowards, enemies of Unionism and those who attack Priests.
Rituals: Allest and Isebrand were lovers in live and death, where most of their rituals involve some kind of brotherly oath, a promise to protect someone until one's dying breath, or swearing fealty and undying loyalty to an overlord in war. Allest and Isebrand were glorious warriors each in their own right, so in many ways, prayer before battle and battle itself is a form of worship in their names, as is love persevering through war.
Protector Gods Elia and Leona
Name: Elia (left) Goddess the Watchful Gaze, and Leona (right) Goddess of Knights.
Patron: Guards, Knights, Hunters, Rangers, Explorers, Scribes, and Lesbians.
Symbols: Elia's Longbow and Leona's Blacksteel sword, along with Blacksteel in general.
Role: To teach the faithful to guard one another and be responsible for one another.
Temple: Temple of Unyielding Overwatch which doubles as the Imperial Hunting Lodge.
Allies: Urlan, Knights of all Kind, Metropolitan Guards, Tame Marken, Huntsmen.
Enemies: Criminals, Monsters in the wild, Kathar, Argentum Knights, Womanizers.
Rituals: Elia and Leona were lovers in life and death, where most of their rituals involve some kind of communal or co-operative practice of the hunt or respect and support of the Knights (as well as being Knights). Knighthood is considered the greatest form of "keeping watch over society", and so many of their patrons become Knights. Other forms of rituals are couple or group hunts, and inspections of garrisons and walls and armories.
Vessel Gods Alexander and The Everwatcher
Name: Alexander (see) Emperor of Regalia and The Everwatcher (not depicted).
Patron: Alexander is the Vessel of the Everwatcher, He speaks through him only.
Symbols: The Unionist Eye represents the Everwatcher, the Crown Alexander.
Role: To be living embodiment of the divine will of the Everwatcher in Regalia.
Enemies: Pacifists, cowards, enemies of Unionism and those who attack Priests.
Rituals: There aren't strictly any rituals for Alexander, as he is only the Temporary Vessel. When Alexander dies, the next Emperor will take his place as the Vessel God, so that only ever the living Emperor will be Vessel God. It's also worth noting that Gladiator God Isebrand's name in life was also Alexander, as Isebrand is this Alexander's ancestor, so the latter is styled "Alexander II", and the former is given the Divine name of Isebrand.
Culture Gods Niall and Nolan
Name: Niall (left) is the God of Visual Arts, Nolan (right) is the God of Military Arts.
Enemies: Argentum Knights, the Mutated and Monstrous, Evolist Worshipers.
Rituals: Niall and Nolan's rituals invariably involve the combination of cultural beauty and the art of war, whether that is a dramatic renaissance-style painting of a battlefield, or finding ways to depict what is in essence militarist propaganda in beautiful ways (statues, poetry, literature, art, etc). Because art is a skill, most worshipers of Niall and Nolan tend to perform their worship by paying artists to make art, a form of patronage.
Inspired Gods Al-Asir and Marani
Name: Al-Asir (right) the God of Invention, and Marani (left) the god of Inspiration.
Temple: The Telocator Temple in Al-Alus, the only one outside Regalia's Empire.
Allies: Those that help society at large, Those that make everyone's lives easier.
Enemies: Death Cultists, Rishiq Qadir, Machinist Worshipers, War-Machine Inventors.
Rituals: Al-Asir and Marani rituals involve the act of inventing, or just tinkering with technology, reading books and improving skills, or just generally engaging in crafts from simple wood carving furniture to advanced architectural planning. The act of production for someone else, even at the cost of payments, is considered da virtuous activity for the patron Gods of Craftsmen, this is why object creations are always blessed by the Gods.
Persevering Gods Tanthor and Dari
Name: Dari (left) and Tanthor (right) are the Allar and Kathar Gods of the Forgotten.
Patron: No specific Patronage, they are for the Downtrodden, Forgotten and Unwanted.
Symbols: Golden neck chains or other forms of personal restraint around the neck.
Role: To bless even the weakest and most unwanted in society with strength to go on.
Traits: Dignified, Charitable, Austere, Sharing, Seeking Equity over Equality.
Temple: There currently is no Temple, it was demolished in Crookback for housing.
Allies: Tanthor and Dari see any and all who want to be included in Regalia as Allies.
Enemies: Tanthor and Dari see anyone who kicks down on the downtrodden as enemies.
Rituals: Dari and Tanthor mostly give hope to the lost that there is still a place for them in the Everwatcher's Grace and the Regalian Empire. Rituals of Dari and Tanthor often involve charity and bringing care and warmth to the poor, the dispossessed, the unwanted, and to show compassion and no bigotry against those who look or act different. They involve rituals to combat racism, discrimination, and general radical inclusion, perhaps, even Vampires.
Prosperity Gods Mendes and Hor
Name: Mendes (left) and Hor (right) are the Gods of Prosperity and Wealth.
Patron: Merchants, Bankers, Traders, Shopkeepers, Bureaucrats, the Filthy Rich.
Symbols: The Golden Coins of Union, Regal Coins with the Eyes of the Everwatcher.
Role: To bless the people with wealth and prosperity and good wit in commerce.
Traits: Business Acumen, Opulent, Responsible, Self-Sufficient, Insightful.
Temple: The Temple of Mendes and Hor is the Regalian Central Bank and Exchange.
Allies: Mendes and Hor see anyone who spreads Order and Stability as Allies.
Enemies: Mendes and Hor see anyone who spreads Anarchy and Chaos as Enemies.
Rituals: It perhaps sounds ironic, but one of the most common forms of worship to Mendes and Hor is paying taxes. The act of paying taxes is considered virtuous, because it both shows a willingness to part with wealth, and a willingness to trust the State to do good by the people with said Taxes, and to contribute to communal greatness. Other rituals involve squeezing foreigners for money and signing unequal trade treaties with foreign merchants.
Allied Gods Sinnavei and Elia
Name: Sinnavei (left) Goddess of the Elves, Elia (right) Goddess of the Tribes.
Patron: Solvaan, Elves, Breizh Ailor, Pre-Empire Tribes, Ancient peoples, heritage.
Symbols: The Sollerian Mist-Gryphon, and the Breizh Santwr, Feather-Winged Warriors.
Role: To show that non-believers and outsiders may find Solace and Alliance in Faith.
Traits: Arcane, Enchanting, Ancient, Glory of Ages, Respect, Venerability of Age.
Temple: Bryn Dwyfol in Kintyr, and The Skyward Palace in the capital of Solleria.
Allies: Sinnavei and Elia see any who would join Regalia's ambitions as Allies.
Enemies: Sinnavei and Elia see any who would obstruct Regalia's ambitions as enemies.
Rituals: Rituals of Sinnavei and Elia involve (much like Tanthor and Dari) radical inclusion, but as opposed to Regalia's own citizens, that of outsiders. To ally with other faiths for the good in the world, to respect outsiders, to give them human decency and dignity, and to help them help the faith. It also involves healing racial tensions, and uncovering and sharing ancient lost knowledge to the world for the wisdoms that it may hold.
Burdened Gods Caan and Kaelin
Name: Kaelin (left) and Caan (right) are the Gods of Burdened but Beautiful Magic.
Patron: Mages, Aelrrigan Knights, Arcane Researchers, those seeking Redemption.
Symbols: Kaelin's horned bramble crown, and Caan's Arcane tome symbolisms.
Role: To teach the faithful proper & virtuous Magic usage, and warn for corruption.
Temple: The Hall of Golden Ascension in the Holy Agatha Mountains of Regalia.
Allies: Those who use Magic respectfully, virtuous, and care for world & others.
Enemies: Those who abuse Magic for selfish or hedonistic purposes and ego.
Rituals: Kaelin and Caan rituals involve forms of self-sacrifice and penitence. Self-flagellation is one form of self-punishment practiced by some of their worshipers, but other forms of self-enforced humility through the praising or service of others are also common. Kaelin (once called Kristoph in life) is more for the self-loathing/punishing Mages and Occult, while Caan is more for the restrained and dignified Mages and Occult.
Priestly Activities
Dogmatic Unionist priests are part of the so-called Dogmatic Religious Community. At the very top is the Concilly Council. Originally this organization had a leader called the Supreme Reverend, however the Supreme Reverend position was abolished when the last Supreme Reverend discovered insidious corruption within the religious community, tried to expose it, and was assassinated for it. To compensate, Conclave determined that the Dogmatic community should henceforth be ruled by a Council of elder Arch-Celates. Below the Concilly Council, are the Arch-Celates, which are equivalents to Dukes in the Regalian Empire. They wield considerable power and rule over vast areas of land, subdivided into Celeries. Below the Arch-Celate is the Celate, or just the average priest. Each Celate administrates a Celerie, which is usually a piece of land donated to the clergy where they maintain temples, shrines, and convents, while also producing crops and tending to cattle. Celates perform all religious tasks such as confession, preaching, hearing concerns, and simply taking care of Unionist needs like a social caretaker or mental health worker. Arch-Celates on the other hand are more administrative in that they take care of the treasury, any military attached to the religious orders, and communication between the Concilly Council and the vast wide-spread Unionist elements. Formally the Emperor is the leader of the Holy Seat, which is more of a group term for the Palace and the Concilly Council grouped together, but historically Emperors have interfered very little in the day to day running of the Celeries, and as such, this fact is usually ignored, the Emperor being considered a completely independent entity. This has also historically separated the Emperor from controversy among the Celates, and vice versa.
The Nuance of Godly Tribalism
For those who have lasted long enough to read to this point, it should have become obvious that not all Gods and Goddesses see eye to eye, and that some of them even directly contradict each other. While the Creed theoretically exists to apply the correct interpretation and lessons to be learned from the Gods and Goddesses, reality often finds for example Elen and Taal followers at odds, and Elia and Niall & Nolan followers at odds because of ideological differences. Unionism does not demand the universal worship of every God and Goddess, often the faithful only pick a few that really apply to them, after all, why would an Anglian peasant worship the God of King and Emperors if only in passing to praise his name for the Creed and Prophecy. No God or Goddess is also more or less correct than another, in the eyes of the Everwatcher, each God has some degree of validity, and some degree of error which is prone in the Sin of Creation, both in the fact that even Gods and Goddesses can sometimes act in error, but also in that mortals can apply the wrong interpretation of their lessons to reality around them. It is important never to call another Character a heretic for preferring one God or Goddess over the other and disregarding the preaching of one to uphold those of another.
Trivia
Unionism used to be mandatory for nobility somewhere during the second century after Cataclysm, though this Holy Law was removed when the war against the Skagger Horde ceased, and the Empire benefited more from including non-Unionists into the peerage. An exception had always been made for the Altalar nobles of Solvaan origins in Solleria however, called the Confessions of Melennar.
Sectarian violence largely came to an end at the turn into the fourth century as the last attacks on Vultragon Unionist by state forces ceased, and an uneasy truce was signed between the Schism religious communities. They still do not see eye-to-eye, and the different Schismatic groups still prod at each other, but instead of murdering each other over sectarian differences, they mostly fight with words nowadays, a legacy of the Kleine Rechnung, the document that called for the truce.
Despite Elen's absorption into Unionism, the Breizh still maintained a high level of cultural autonomy, some even clinging to old beliefs. As such, even when Magic became illegal in the Empire, the Breizh Aelrrigan Order continued to find and train Mages safely in their sanctuaries while the rest of the Empire turned to brutal oppression (and the Magic part of Elen was suppressed from dogma). Elen's faithful among the Aelrrigan Order are commonly cited as the reason why Magic acceptance eventually returned, and Elen's magical nature in theological teachings was returned.