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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.
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Description |
Juvin and Glanzia are the Pure Gods of Unionism, the teachers of the purity of reason and logic, and the purity of the soul through magical-apprehension. Juvin is another God-Emperor of Unionism, and was the Vessel God in life before the Covenant College proclaimed his ascension to the Pantheon following his death. Glanzia is a Called God, a title which refers to mortals who ascended to Godhood through a higher calling. Together, the Pure Gods represent the purity of thoughtfulness and scholarship, and the desire to foster a lifelong passion for leaning, as well as the purity of the soul, in that one should be apprehensive of magic due to its history of unpredictability. They are often represented by Books with the Unionist Eye, as literature is a source of understanding of the wider world, and Black Granite statues of Heroes, which are mortal individuals known for their piety and service towards Unionism. Their main holy place is the Temple of Greater Understanding in the City of Regalia, which doubles as one of the Empire's greatest libraries. Rituals belonging to the Pure Gods 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 Mages and 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. | |
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. |
Theomar & Thedmir, the Prophets
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, a status which eventually was adopted by all Unionisms following the mending of the schisms. |
Ness & Eora, the Saviors
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 hospitals and clinics across the Empire. Following her death, she was not immediately seen as a Goddess, though the Guided Unionists would deify her centuries later to be a Duo-God with Ness, a status which eventually was adopted by all Unionisms following the mending of the schisms. |
Juvin & Glanzia, the Purists
Description |
Juvin and Glanzia are the Pure Gods of Unionism, the teachers of the purity of reason and logic, and the purity of the soul through magical-apprehension. Juvin is another God-Emperor of Unionism, and was the Vessel God in life before the Covenant College proclaimed his ascension as the God of Pure Reason to the Pantheon following his death. Glanzia is the Called Goddess of Pure Soul, a title which refers to mortals who ascended to Godhood through a higher calling. Together, the Pure Gods represent the purity of thoughtfulness and scholarship, and the desire to foster a lifelong passion for leaning, as well as the purity of the soul, in that one should be apprehensive of magic due to its history of unpredictability. They are often represented by Books with the Unionist Eye, as literature is a source of understanding of the wider world, and Black Granite statues of Heroes, which are mortal individuals known for their piety and service towards Unionism. Their main holy place is the Temple of Greater Understanding in the City of Regalia, which doubles as one of the Empire's greatest libraries. Rituals belonging to the Pure Gods 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 Mages and 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. | |
Virtues |
The Virtue of the Pure Gods is the pursuit of knowledge which has not been tainted by corruption, and knowing the pure truth from lies. At a surface level, this Virtue warns Unionists from lying towards others, as being deceptive and untruthful harms the progress of the Great Way, as an open and honest individual is one who others find more receptive to cooperate with. In a deeper level, this Virtue also tasks Unionists with uncovering the truth of statements and accounts, and to hold those who record such events to higher scrutiny. As knowledge ultimately is passed down through the generations, any manipulation of the facts in the present can greatly undermine the progress of the future. Likewise, scholars are encouraged to doubt the findings of their peers until they are able to verify their findings on their own, a practice which promotes higher quality research and greater understanding. | |
Vices |
The greatest Vice against the Pure Gods is to corrupt others through lies and deceptive practices. Knowledge is a powerful tool which has the capacity to benefit society as a whole, but also has the ability to manipulate society by withholding critical information. The Pure Gods warn of these sinister agents, who withhold knowledge from others, and proclaim falsehoods in order to create various echo chambers to divide society. As such, Unionists should always seek to spread information with one another, and to seek out different viewpoints to come to a greater understanding of the subject at hand. Likewise, the faithful should also be quick to point out conflicting information, and seek out the reason for such discrepancies, lest a false narrative be passed down to future generations, robbing a future from the truth they are deserved. | |
Legacy |
In life, Juvin was was known as Heinrich III Ivrae Heligenblut, later crowned as Emperor Henri III. As Emperor, Henri brought about the Blessed Reign, a golden age of the Regalian Empire where the borders of the realm greatly expanded, bringing in new peoples to foster growth in scholarship and economic growth. He was also the most pious Emperor, rivaled only to Theomar himself, which set him apart from his predecessors, who often had reputations of being puppets to the Viridian Order. In fact, the revelation of a coup conspiracy within the knights led to Henri greatly stripping away Viridian authority in the Empire in an effort to eradicate corruption, which ultimately succeeded. Following his death, the Covenant College declared his ascension to the Pantheon as God-Emperor Juvin (his middle name which he often used with his closest friends). Glanzia was a mortal who grew up in the Osteiermark area of the Regalian Archipelago, which was known to harbor several Vampire covens since the days of the Sarnan Tribes. Glanzia often preached about uncovering hidden Vampires in society, while also preaching of general apprehension to magic. She ascended to Godhood after displaying an ability to create a material known as Purestone, which was used to combat hostile occult across the region. Glanzia is still alive today, and often resides in the city of Praag to preach to the faithful, also warning about manipulating her message to be a corruption in and of itself. |
Allest & Brand, the Marshals
Description |
Allest and Brand are the Martial Gods of Unionism, the promoters of strength in martial arms, and of fraternity and loyalty in the military. Allest is the God of Warriors, and was also a Vessel-God in life before ascending to the Pantheon following his death in battle. Brand is the God of Gladiators, and was a God to the Emended and later Guided Unionists, before being incorporated to the unified Pantheon in recent times. Together, the Martial Gods represent the bravery and unwavering discipline of the Regalian Military, while also representing victories in battle, boisterous celebration among friends and lovers, and dependability They are represented by two crossed swords, one with blood to symbolize the battlefield, and one dripping with tears to represent the loss of comrades in these conflicts. Their main holy place is the Divine Heroic Contemplation Temple, located in the Gloomrot Forest of the Crown Isle. Rituals belonging to the Martial Gods 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 Brand 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. | |
Virtues |
The Virtue of the Martial Gods is to be loyal to the state, military, and fellow believers. While the Prophets also speak of loyalty, their lesson is more about faith and trust in general cooperation, whereas the Martial Gods preach for the actual demonstration of this loyalty, by actually pledging to support others and work alongside them through thick and thin. A secondary virtue is physical strength, as promotes reliability and the ability to help others, rather than becoming dead weight and a liability. General exercise is seen as paying respects to the Martial Gods, as a fully sedentary life isolated from others breeds inaction and a lack of comradery with the faithful. | |
Vices |
The greatest Vice against the Martial Gods is treason, and deceiving one's allies for personal gain. It is seen as the greatest betrayal of Unionists to spend decades fighting alongside brothers and sisters against common enemies on the worst battlefields, only to turncoat and become the very thing you fought against for so long. While the term backstabbing is metaphorical in most cases, to Unionists the act of deceiving one's comrades may as well be a literal knife in the back, as the harm caused may as well be the same. Finally, adultery is equally considered a Vice against the Martial Gods, as the act of marriage is considered a sacred pairing between two lovers, where there are no secrets shared between them. To betray such an intimate bond is to be the scum of the earth, and unworthy of even the Everwatcher's unconditional love. | |
Legacy |
In Life, Allest was known as Allestrain Ivrae Heiligenblut, later known as Emperor Allestrain I. Brand was known as Arch-Chancellor Alexander I Kade, though his divine name was taken from his nickname Bram given by Allestrain. Allestrain and Alexander were lovers in life, despite each of them being married (Allestrain to Eolaria Brunig, and Alexander to Leona Weissburg). It is believed that due to the Emperor needed to have an Empress to sire future heirs, that the four of them entered into sham marriages for political convenience, while actually being intimate with their "true spouses". Allestrain and Brand were instrumental in launching a rapid series of military conquests for the Regalian Military, while also implementing the Navigation Acts to cement Regalian authority over states that surrendered peacefully. Allestrain would be killed in battle against the Nordskaggers, after which the Concilly Council declared his ascension to the Pantheon as God-Emperor Allest. Alexander would continue to fight in the name of his deceased lover, eventually dying on the same battlefield several years later. He would be declared a God by the Emended and later Guided Unionists, before the mending of the schisms made him a Duo God with Allest. |
Elia & Leona, the Protectors
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
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
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
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
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
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. |
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
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. |