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{{Info religion
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|pronunciation = Dra-konism
| datastyle  = text-align: left; font-size: 0.95em;
|origins = Unknown, presumed over 70.000 years ago
| header1    = The Ability and Proficiency System
|deities = Regulus, Caius, Daiana, Triton, Nox, Marik, Severena, Aurora.
| data2      =  
|subsects = N/A
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
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==Origins==
The Abilities page is a useful resource page that standardizes all abilities, counters and mechanics, for ease of reference. Terms from this page are frequently used for pieces of Lore that grant Abilities. Keep in mind that the information on this page is only a base-level categorization and structure. This means that while we have set forward some basic rules that most if not all Abilities obey by, in some cases, minor differences may occur. As such, please be sure to always read the Lore page thoroughly and not just go off the information on this page. Conversely, this page should always be referenced back to as a base set of rules for Abilities, and not ignored wholesale. An indexed list of all abilities can be found on the [[Ability List]] page.
Draconism is the oldest [[Religion]] in the world, presumed to have existed in some form or another for nearly 100,000 years, though it is at the very least certain that the dogma has changed over successive generations. For example, the [[Maraya]] who have awoken from the Vaults, find Draconism  radically different from what they remember in their Civilization, and even different from the archeological studies they did of the third Civilization that preceded them. Draconism styles itself after the values and principles of the Dragons in that Era, themed or styled in itself after the [[Races]] that roam the world at that time. It is as such an ever changing Religion that shapes itself based on the followers, though the Dragon Gods are eternal and remain largely similar with only their Race and some subtext changing between successive generations. Draconism has followers all over the world, but is generally speaking one of the weaker religions, being outclassed in number of followers by the likes of [[Unionism]], [[Estelley]], [[Fornoss]], and some would argue even [[Evolism]]. Draconism has technically been a dead religion for 300 years, as the Dragons disappeared from the world in various ways, leaving behind their faithful who now worshiped in essence dead Gods. In the last few years however, Draconism has made a quick revival with many Temples being inhabited again, and the Dragons coming back alive in what is referred to as the Revival of Immortality.
==“Abilities” on Massivecraft==
===History===
Massivecraft uses a unique blend of free-form roleplay combat and magic, and structured mechanics, which is a broad umbrella term for what we call “Abilities.” This page is important to read, and refer back to, in conjunction with the Proficiency Page. Abilities emulate unique actions and effects similar to many Class Features found in traditional tabletop roleplaying games (such as D&D). While it is possible to roleplay on Massivecraft without engaging with the Ability system, we encourage people to try it out to get the whole experience, and a large percent of the current player base utilizes it in some shape or form.
To understand why the Dragons "died", it is necessary to understand the grand theme running through Draconism, being The Immortal War. The Immortal War refers to the endless conflict between the Dragons and what they call The Infection, which means Ordial/Exist/Void Essences that creep into the world of [[Aloria]] and attach to living and non living things there. The Dragons see themselves as natural wardens of the order of the world, and seek to remove The Infection from the world as a result. The Immortal War is mostly fought between Dragons and the [[Arken]], at least historically speaking when they were still bound to Estel and Behesael. Each successive Void Invasion signals the failure of the Dragons to halt yet another end-times event, though after each cycle, the Dragons remain to restart civilization with new Races. Only the last (5th) Void Invasion was halted, when the Dragons performed the rite of the Denial of Immortality. In essence, Demons and Arken were immortal because the natural laws of Aloria allowed immortality. By denying immortality, the forces the Dragons fought could be killed, but they in turn were also killable. The Arken destroyed Estel and eventually Behesael in their betrayal, and the Dragons went out one way or another as the Immortal War essentially ended in a stalemate. The Dragons relented their efforts to kill the Arken, and contented themselves with the end of the Void Invasions, though recently, the Dragons seem to have come back from this decision, and have started reviving all over the world.  
==Proficiency System==
==Draconic Nuance==
Massivecraft has a few types of specific terms when it comes to the Ability & Proficiency System: Traits, Abilities, Limitations, and Mechanics. These are categorized by what we consider “Aesthetic,which is a function that exists purely to look or be cool, and have no significant unwanted effect on another character, and “Competitive” which involves gaining an advantage or edge over another character. They are explained below:
There is one topic worth discussing with regards to Draconism, compared to other religions: the (in)validity of other Religions through Dragons. It is pretty widely known that Dragons create both Races and Gods, but this fact does not make them Gods to other peoples and religions who do not observe them as such. Consider this metaphor: if you liked your team-leader, because he did good things for you and your goals align, your belief in your team-leader is not suddenly invalidated, because your team-leader was raised/taught by a different person. All Religions understand the mechanical purpose of Dragons in the world (conception, creation, ecosystems etc.), but reject their religious message or Dragons as Gods (except in some circumstances, like the Guided Cult of Unionism). Draconism is the only Religion without an afterlife, the faithful neither go to an afterlife nor to the Beyond, their souls are lifted up by Umbra and rejoin the Soul Rivers from which they are born, disappearing into nothingness and lending their life and memories back to the Dragons.
===Traits & Limitations===
===Divine Mechanics===
Traits are the unique features of something, whether it be Races & Cultures, Magic, or Afflictions & Affinities (ex. Vampires & Werewolves). They are not always magical in nature, oftentimes just reflections of cultural traditions and skills passed down. Traits include things like Abilities, Limitations, and Mechanics, and are unique per-source. Limitations are an aspect of Traits that prevents a character from having things that would conflict with each other. Sometimes, these conflicts are based in Lore and Roleplay, such as a certain kind of Magic preventing you from using another kind of Magic, but more often than not they are strictly OOC balance considerations. A character can have any number of Traits from any source, but some of their Limitations will inherently conflict, so this should be taken note of.
All Religions provide 1 single Mechanic to their Believers that fits within the flair of their Religion. This Mechanic is lost if the individual stops believing in the Religion, or becomes a heretic, but can be regained. Afflicted can use this mechanic, but having the mechanic does not imply that they have blanket forgiveness from their Gods, just that there is more nuance to it than that.
===Mechanics===
* Draconism worshipers are able to use Persuasion Dice rolls on Gods both outside and inside of [[Divinium]] summonings which is normally not possible. Additionally they gain +2 to every Dice roll of Persuasion against a God, and their Persuasion Cap is raised by +2 when rolling against Gods.
Mechanics are a sub-set of the Proficiency system, usually granted by Traits, or individually by an Affliction or Affinity. Mechanics are unique in that they usually alter the rules of something, or grant some unique thing that is not explicitly an Ability. Common Mechanics involve changing how Proficiency Pack Rules work, minor Stat boosts, free Proficiency Packs, or what we call consent-based effects. Consent based effects require a player to OOCly agree for something to happen to their character, which can be revoked at any time at will.
===Abilities===
Abilities are further categorized into “Techniques” and “Powers.” These are both Abilities, but are distinct from each other so that if something mentions “Powers” it will only interact with Powers, but if something mentions “Abilities,” it interacts with both. Techniques are strictly non-magical feats of martial prowess and skill. Powers are always magical in nature, and can be granted by Gods, Spirits, other supernatural figures, or just by deciding to learn magic in a traditional wizard fashion. Powers have a number of extra rules attached to them, which are explained below in the “Ability Powers” section. Abilities are always “Competitive” in nature, and involve attacking someone, moving someone around, cursing someone with negative effects, or anything that one would expect to be used in combat. A character can have any number of Abilities, but there is generally a soft-cap of about 18-20, as characters are limited to 14 Proficiency Points max, which are used to purchase Abilities, and can only gain about 4-5 extra from their Race or Affliction. Abilities are always listed in special wiki-boxes, which are easy to identify on a page at a first glance. Abilities can also be further altered by a “Modifier,” which is something not all Abilities have, but exist to change their function. Modifiers are not optional, and always apply when they exist. Abilities can always be quickly referenced on the Ability List, which can be found on the Wiki, and in-game in a pinch.


==Terminology==
==Gods and Goddesses==
This is a set of unique terms Massivecraft uses that have unique rules and meaning, outlined here.
Draconism has several Gods (gender indeterminate, though when humanoid, they do appear gendered), making it a polytheistic Religion. Unlike many other polytheistic religions, however, Draconism has a clear hierarchy and even a form of competitive rivalry between the so-called Dragon Thrones. Every Dragon Throne (a group of Dragons) contains a leader who is the representative God, and the lesser named Dragons. These lesser named Dragons are not strictly Gods, but they are treated with great reverence. Not all Draconism Gods are currently alive, during the process of the Denial of Immortality, most Dragons died in a non-traditional sense (which also made the Religion "dead" for nearly 300 years save for areas like the [[Sihai]] Lands), with not all of them having been revived recently. It is possible to worship multiple Dragons, but because the Dragon Gods often conflict with one another even when they have a Dragon King, most Draconism followers worship a single God that best fits their principles and beliefs.  
*'''Mundane:''' A Mundane Character is a character with absolutely no magical powers from Gods, Magic, Afflictions, Affinities, etc. They strictly use traditional weapons, forms of combat, and actions that we consider semi-reasonable for a real life person to do.
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*'''Non-Occult:''' A Non-Occult Character is a character with magical powers, but these magical powers come from Aloria itself, and not trans dimensional sources. This means it does not come from the Exist, Void, or Ordial realms (and their gods).
<span style="font-size:150%;><center>'''Regulus, the Blue King Dragon'''</center></span>
*'''Occult:''' An Occult Character is a character with magical powers, that come from trans dimensional sources, such as the Exist, Void, Ordial realms (and their gods).
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*'''Main Combat Stat:''' A character’s highest Proficiency that they use for Combat, such as Strength, Magic, or Dexterity. Main Combat Stat is typically dependent on the weapon being used, and changes depending on how the character is fighting.
[[File:Cedragoin.png|220px|caption|left]]
*'''Main Defense Stat:''' A character's Proficiency that they use to defend themselves in Combat, such as Constitution, Wisdom, or Magic. Main Defense Stat is dependent on Point Buy Packs and Abilities the user has, but by default is Constitution.
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*'''Block Token:''' A Block Token is a specific resource a Character can gain from Abilities. A character can have up to 3 Block Tokens, and when they would take damage from Abilities or Attacks, the Block Tokens automatically triggers at a rate of 1 Hit to 1 Block Token. This does not prevent any extra effects from occurring, but only protects them from harm. A Player is expected to keep track of their Character’s Block Tokens, and designate it in  their /nick with Character Name (Number) BT.  
* '''Name:''' Regulus, the Dragon of Command, Hierarchy and Rulership.
*'''Armor:''' A character who has Armor, whether from an Ability that lets them summon it, or by wearing Armor on their Minecraft Skin gains 1 Block Token for as long as they are wearing the armor. If used, the Block Token is re-gained at the end of Combat.
* '''Domain:''' Regulus controls the Draconic Conclave and rules the Dragons.
*'''Disguised:''' If a character does not have an Ability or Special that designates them as “Disguised,” they can be identified by others by their voice, mannerisms, etc. A character must have one of these Mechanics to be considered appropriately disguised, but these mechanics cannot be used at the same time. Some shapeshifting mechanics count as being Disguised, but allow for overlap.
* '''Symbols:''' Thunder Storms, Rulership, Banners, Rain, Bodies of Water.  
*'''Exorcism:''' Exorcism is a prolonged ritual that removes certain effects, which will usually say “cleansed by an Exorcism.” It requires the target to be either willing, or fully restrained, and takes 10 OOC minutes to complete without interruption. Exorcisms do not target one specific effect, they will cleanse any and all applicable Debuffs or effects on the target (even positive ones).
* '''Role:''' Regulus acts as the King of Dragons, to mediate and command them.
*'''Stagger / Staggered:''' If a character is Staggered, all of their active Ability usage and attacks are interrupted, and no effects or damage take place. Staggers do not put any Abilities on Cooldown.
* '''Traits:''' Capricious, Cryptic, Regal, Sagely, Mediating, Attentive, Loyalty.
*'''Displacement / Displaced:''' When a character is forcibly moved from where they are currently standing, or if they are physically displaced against their will, such as knock backs, knock downs, knock overs, pushes, etc.
* '''Temple:''' House of Dragons on Draackenrust Mountain in Anglia.  
**'''Knock Down/Over:''' A specific type of Displacement effect. A player that is Knocked Down/Over cannot move or use movement power abilities whilst on the ground. It takes an emote to stand up again.
* '''Allies:''' Arkenborn, Urlan, Adal & Hagen faithful, Leyon faithful.
*'''Mundane Cover:''' An Ability that creates a non-magical cover or protection for the user, which protects them from different things depending on the Ability they gained it from.
* '''Enemies:''' Those who stand against the Regalian Empire and seek its downfall.
*'''Cleanse:''' An Ability that removes one or more Debuffs from a character, immediately ending any negative effects they impart. An Ability that Cleanses does not work when used on Self if the Debuff would prevent the Ability from being used in the first place. (Ex. If a character is Silenced, and it prevents them from using Powers, they cannot use one of their own Powers to Cleanse it. Someone else must Cleanse it for them.)
* '''Rituals:''' Regulus is celebrated through the act of mediation between aggrieved parties, or the Dragon-King trial in which blue Dragon-King flames are summoned, a trial is held between two parties holding their hand in the flame, with the flame burning them if they utter a lie. Another method of worship is by expanding the political reach of the Dragons or the Draconism faithful, who have to rebuild their religion.  
*'''Countered:''' If a characters’ Ability is Countered, the Ability is interrupted, and no damage or effects from the Ability take place. Additionally, the Countered Ability is forced on half its normal Cooldown.
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*'''Stacking/Stack:''' An Ability that does not "Stack" cannot affect the same person at the same time. For example, if an Ability does not stack, the same person cannot have two or more of it target them at the same time, even by different people.  
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*'''Internal Cooldown:''' An Ability with an “Internal Cooldown” has a specific period of time where the same person cannot have it used on them more than once in that time. For example, if an Ability has an Internal Cooldown of 10 minutes, someone can only be targeted by it once every 10 minutes, even by different people.
<span style="font-size:150%;><center>'''Caius, the Red Dying Dragon'''</center></span>
*'''OOC Consent:''' If an Ability or Mechanic mentions OOC Consent, this is strictly something that can only be used if the player it is being used on consents whole-heartedly to its usage. They are not obligated to say yes, and attempting to coerce or convince someone to say yes after the fact can be considered harassment. OOC Consent can be revoked at any time, and is not a permanent agreement.
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*'''Stance Ability Swapping:''' Stance Techniques are a specific kind of Abilities with a unique rule for using them. While normally players can only use one ability per emote as a general rule of thumb, if a character is not in a Stance Technique, they can (in one emote) activate the Stance Technique and use an Ability from that Stance Technique at the same time. If a character wants to go from one Stance to another Stance, they cannot use other Abilities in the same emote, they must spend an entire Emote leaving their original stance and entering their new one.  
[[File:Caiuodragon.png|220px|caption|left]]
*'''Debuffs & Curses:''' Negative Effects have two distinct classifications, specified in the ability that applies them. Debuffs are the most common negative effect, imparting some detriment until they are removed, or expire. Curses are a rarer type of Debuff, as they cannot be cleansed or removed by any means, except their own. Curses will always describe how to remove them, and when they naturally expire on their own.  
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**'''Rooted/Trapped:''' A character who is rooted or trapped cannot move. They can still fight, use Abilities, and defend themselves.
* '''Name:''' Caius (Shalmanisar in Eronidas), Dragon of Love, Passion, and War.
**'''Silenced:''' A character who is silenced cannot use Powers for the duration of the Silence. Counter Powers and Passive powers are not affected by Silence.
* '''Domain:''' Caius commands the impulses of the living, violence, and fire.
**'''Weakened:''' A character who is Weakened cannot use Active Techniques or Mount Techniques for the duration of the weaken.
* '''Symbols:''' Volcanoes, Battle, War, Destruction, Flames and Fire, and Magma.
**'''Confused:''' A character who is Confused specifically cannot target the person who Confused them with Powers for the duration of the Confusion.
* '''Role:''' Caius acts as the Dragon General, leading Dragon forces in War.
**'''Blinded:''' A character who is Blinded cannot target anyone else with Abilities or Attacks, but can still defend and target themselves. A character is always Blinded for a maximum of 10 minutes, but can end this Debuff early by spending an emote to freely cleanse it.
* '''Traits:''' Ill-tempered, Violent, Uncompromising, Brave, Passionate, Loving.
**'''Marked:''' A character who is Marked will be automatically hit by the next basic attack that targets them, after which this Debuff is removed. These hits can still be negated or blocked by other effects.
* '''Temple:''' Rock of Eternity Volcano (largest Volcano in the world) in Guldar.
**'''Bloody:''' A character who is Bloodied is unable to benefit from healing (from any source) until the Debuff is removed.
* '''Allies:''' Ifrit faithful, Leif & Bard faithful, Gladiators, Lothar Knights, Purists.
**'''Threatened:''' A character who is Threatened must take a specific action, or suffer a specific consequence or other Debuff determined by the Ability that threatened them. Threatened is a Debuff that does stack, but only from different sources.  
* '''Enemies:''' Any Occult, Occult Sympathizers, Aelrrigan Knights, Centrists.
**'''Brittle:''' A character who is Brittle has unique things happen to them depending on what is used on them while they are Brittle. Brittle is a Debuff that does not stack. When a person with Brittle takes damage from a Basic Attack, Brittle is removed and an additional 1HP of damage is taken. Some Abilities have additional effects when used on Brittled targets, also removing Brittle when used. Once Brittle is removed, it can be applied again, but a Basic Attack cannot trigger it for 10 minutes (Abilities still can).
* '''Rituals:''' Caius is celebrated through the rituals of Mage-Burnings and Pyro-Branding. The former involves gathering magical scrolls, books, and artifacts, and burning them in a ritual fire, while the latter involves branding the Occult with painful scars that hurt when they use Magic. Less violent forms of worship involve the Flame-Dance, a ritual dance by torches in the moonlight, and the Burning Love Chalice, writing love letters and burning them.
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<span style="font-size:150%;><center>'''Daiana, the Gray Dreaming Dragon'''</center></span>
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[[File:Dreamdragon.png|220px|caption|left]]
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* '''Name:''' Daiana (Da'amu in Eronidas), Dragon of the Elements and Planet.
* '''Domain:''' Daiana's domain is the planet itself, she is the world.  
* '''Symbols:''' Earth, Ancestor Spirits, Nature, Dreaming, Child-bearing.
* '''Role:''' Daiana is the rock upon which all living move through space.
* '''Traits:''' Shamanism, Maternal, Nurturing, Meditation, Grounding, Wisdom.
* '''Temple:''' Great Hall of Mother in Kezzeret Kashubasha (Eronidas State).
* '''Allies:''' Mana faithful, Mothers, Yanar, Narim, Dwarves, Elkonur faithful, Spirits.
* '''Enemies:''' Those who disrespect Spirits as not having a story to tell or live out.  
* '''Rituals:''' Daiana is celebrated through the Harvest Ritual and Caring Ceremony, the former which involves celebrating harvest and sharing meals with others, the latter which involves bestowing both the blessing and responsibility of caring onto someone else by granting them a plant, a pet, or a child to take care of. Daiana is also invoked by priests to summon the Spirits or appearances of dead relatives to give consolation to the mourning living.  
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<span style="font-size:150%;><center>'''Triton, the Black Chain Dragon'''</center></span>
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[[File:Voiddragon.png|220px|caption|left]]
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* '''Name:''' Triton, Dragon of the Void, known as Triton in [[Evolism]].  
* '''Domain:''' Triton's Domain is power and control, specifically of the mind.  
* '''Symbols:''' Revenge, Domination, Darkness in one's Soul, Dark Metal.
* '''Role:''' Triton is the Dark second half of Caius's split soul, Void infected.
* '''Traits:''' Vengeful, Cruel, Pragmatic, Powerful, Unforgiving, Unrelenting.
* '''Temple:''' Darkscale House of the High Father in the Osciird Princedoms (Daen).
* '''Allies:''' Evolism Faithful, Evintarian Unionists, Military & Martial people.
* '''Enemies:''' The Apathetic & Inactive, Behesael faithful, Pacifists, Ithanians.
* '''Rituals:''' Triton is celebrated through the Metamorphic Baptism, involved in ritually immersing in a pool of Void-blessed Dragon Water, and assuming Void Mutations of Triton. Another ritual is the Retribution Rally, where they summon a banner of Revenge and call forth allies to sally forth and attack their enemy for vengeance. Finally, Triton accepts blood offerings either from the faithful or those vanquished in battle.
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<span style="font-size:150%;><center>'''Nox, the Teal Unseen Dragon'''</center></span>
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[[File:Dueuaj.png|220px|caption|left]]
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* '''Name:''' Nox (Madhyaratri in Slizzar & Allar), Dragon of mirrors and truth.
* '''Domain:''' Nox's domain is that of truth or lies, and wisdom in foresight.
* '''Symbols:''' Mirrors, Snakes, Libraries, Sassrakkand, the Mind, Chrome.
* '''Role:''' Nox acts as Spymaster for the Dragons, but also has his own agenda.
* '''Traits:''' Deceitful, Calculated, Foresight, Thoughtful, Wise, All-Knowing.
* '''Temple:''' The Sassrakkand Pyramideon (only accessible to Slizzar and Archon).
* '''Allies:''' Inth faithful, Rand faithful, Juvin Faithful, Wadj & Yah Faithful.
* '''Enemies:''' Justicars, Knights, Guards, The Afflicted, The Thralled & Mind-Controlled.
* '''Rituals:''' Nox's worship involves the mirrors in which his Dragonsoul was banished by the Dragons for transgressing by creating the Slizzar, which he was specifically forbidden from doing. His followers etch secrets and things they have learned from the Occult into mirrors, after which the messages melt into the reflection and disappear, sometimes causing an approving reflection of Nox to appear for only a split second.
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<span style="font-size:150%;><center>'''Marik, the Brown Etherforge Dragon'''</center></span>
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[[File:Yayh.png|220px|caption|left]]
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* '''Name:''' Marik (Al-Asir in Qadir), Dragon of Tech, a [[Unionist]] God also.
* '''Domain:''' Marik's Domain are the Leylines and Leytech, all Draconic machines.
* '''Symbols:''' Technology, Forgery, Craftsmen, Bronze, Brass, and Desert Sands.
* '''Role:''' Marik is the Architect of Dragon Weapons and Sites against the Occult.
* '''Traits:''' Helpful, Reassuring, Resourceful, Quirky, Compassionate, Self-Sacrificing.
* '''Temple:''' Marik's Temple was destroyed by the Great Storm that ravished Ard-al Nur.
* '''Allies:''' Qadir, Unionists, Automata & Artificial living Beings, Technicians.
* '''Enemies:''' Machinist faithful, Body-Modders, War-fanatics & the Military.
* '''Rituals:''' Marik's history of making all the Draconic weapons to exterminate the Occult in history, versus his current reincarnation differ considerably. While in the past worship was the creation of more weapons, now it is the creation of tools to help people live easier and more comfortable lives, specifically to replace the shortcut need of Magic to solve societal and environmental problems, by making the solution tech instead.
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<span style="font-size:150%;><center>'''Umbra, the White Twilight Dragon'''</center></span>
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[[File:Monkeydragongod.png|220px|caption|left]]
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* '''Name:''' Umbra, the Dragon of the Dead and the Soul Rivers of Draconism.
* '''Domain:''' The Soul Rivers, the passage between life and death in Aloria.
* '''Symbols:''' A white swirl, blackout tattoos, a furred instead of scaled Dragon.
* '''Role:''' Umbra maintains the Soul Rivers and the Dead-Living boundaries.
* '''Traits:''' Deadly, Pestilent, Renewal, Memories, Capricious, Sardonic.
* '''Temple:''' Destroyed, re-inhabited by the Evolist Temple in Regalia' Wilderness.
* '''Allies:''' Eronidas, Those who hunt Undead and return Spirits to the Afterlife.
* '''Enemies:''' Undead, Geists, those who consort with the Ordial Scourge.
* '''Rituals:''' Umbra is an ambiguous Dragon who is neither motivated by rage and pain or banishment into the Void for his favor to what some would call cruelty. He is the agent of all diseases and sickness on Aloria, because his greatest beauty is death itself, a final act and a final chapter in someone's life. Rituals of Umbra involve speeding an inevitable death to conclusion, and putting the dying at ease with the inevitable.
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<span style="font-size:150%;><center>'''Felicula, the Yellow Harmony Dragon'''</center></span>
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[[File:noimglong.png|220px|caption|left]]
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* '''Name:''' Felicula is the Dragon of Festivity, Kindness, and Warmheartedness.
* '''Domain:''' Felicula's domain is entertainment and culture, as well as peace.
* '''Symbols:''' The yellow Hadar Chrysanthemum, vines wrapped around amphoras.
* '''Role:''' Felicula makes the world pleasant to live in by creating joy in shadow.
* '''Traits:''' Shy, Endearing, Hospitable, Altruistic, Well-meaning, Naive.
* '''Temple:''' Felicula never had a Temple, as worship of her was in festivities.
* '''Allies:''' Entertainers, Artists, Musicians, Bartenders, Party Hosts, Dancers.
* '''Enemies:''' Those who speak with sarcasm, cruelty, or inflict mental anguish.
* '''Rituals:''' Felicula's worship is engaged in through the many varied Draconism festivals, one for each month, and to show random gestures of kindness and gifts to others. Very common is the Draconist gift-giving ceremony, where on the 20th of December, Draconism Faithful gift each other personalized and thoughtful gifts of specifically small monetary value, but also joining events hosted by others and improving the entertainment value.
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<span style="font-size:150%;><center>'''Severena, the Green Stalwart Dragon'''</center></span>
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[[File:noimglong.png|220px|caption|left]]
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* '''Name:''' Severena (Saaima in Sihai), Dragon of Protection and Transcendence.
* '''Domain:''' Protection of the world from danger, and the inner Eye and Soul.
* '''Symbols:''' Air, Monasteries, High Mountain Towers, Clouds, Transcendence.
* '''Role:''' Severena guides the protectors of the living across the world.
* '''Traits:''' Contemplative, Insightful, Ascended, Detached, Piercing, Ethereal.
* '''Temple:''' The Beian Temples in Zhong where the Air Dragons Slumber and dream of Jade.
* '''Allies:''' Those who task themselves to save the world from chaos and calamity.
* '''Enemies:''' Those who would cause chaos and damage the world and people in it.
* '''Rituals:''' Severena worship is done the Breath of Serenity, a solo or group excersize of speaking out evils and attachments, and letting go with breathing exercises. Another worship method is the Temple of Elevation where the faithful climb high mountains or tall towers with lanterns to seek enlightenment, and the vows of protection where those who have attained enlightenment and detachment from the mortal world, can become true world protectors.
|}
</td><td style="vertical-align: top; width: 50%;">
<span style="font-size:150%;><center>'''Aurora, the Purple Creation Dragon'''</center></span>
{|
[[File:noimglong.png|220px|caption|left]]
|
* '''Name:''' Aurora, the Dragon of Creation's penultimate design and intellect.
* '''Domain:''' The Creation Dictat, that which creates all live on Aloria.
* '''Symbols:''' The sprouting plant, the meteor and the meteor's impact crater.
* '''Role:''' Aurora designs, creates and iterates on all living species on Aloria.
* '''Traits:''' Frigid, Emotionless, Intuitive, Work-Obsessed, Isolationist, Free.
* '''Temple:''' The Moon-Vault Halls in Ellador, capital of the Life Isldar Elven State.
* '''Allies:''' Alchemists, Hunters, Urlan, Scholars, those in the sciences.
* '''Enemies:''' Death Isldar, Environmental destruction and eco-system destabilization.
* '''Rituals:''' Aurora worship is often done alone but can also be done together, in the Harvest of the Stars by wishing on the falling stars which are common in the skies, or the Hunting Rite of Passage where mentors take students on hunts to prove their natural selection ability and population control. Finally, the Transition Cave is where animal or people carcasses are laid to rest to turn into new lifeforms in insects and fungi.
|}
</center>
</tr></table>


==Rules==
===Gaia, the Indigo Nature Dragon===
This is a set of rules that applies to Traits, Abilities, and Mechanics.
{|
*If a Pack is listed as "Free," meaning it can be taken without any Point Buy Investment at all, or if it comes "Free" attached to the purchase of another Point Buy Pack, these "Free" Packs can always be removed or re-added without restrictions.
*If a Pack or Ability is granted for free, from any source, it does not grant Stats like it would if the player purchased the pack, unless otherwise stated.
*If an Ability has exactly the same name, a Character can only ever have one instance of that ability, even if they buy it from completely separate packs or gain it from different sources. They do not have unique cooldowns or usage.
*If an Ability or Mechanic offers numerical bonus (+1, +2, etc) to a specific Proficiency Stat, this never confers an additional Point-Buy Pack. This Stat Boost is relevant for other Abilities that might require a stat threshold, or in the case of fair-use Stat comparison between players.
*If an Ability or Mechanic offers a numerical bonus to a specific Proficiency Stat, this never exceeds the maximum cap of that Proficiency, unless it specifically says that it breaks or exceeds the cap, or if the Character has another Ability or Mechanic that increases their cap.
*By default, a Character's Main Combat Stat is determined by the Proficiency and Weapon Type they are using, but it can be altered by specific Abilities or Mechanics.
*If an Ability and a Mechanic do the same thing, Abilities almost always take precedence over the mechanics.
*You cannot combine Abilities and Mechanics that alter the stat used for Main Combat Stat and Main Defense stat, unless otherwise specifically mentioned that they can be combined. If these Abilities and Mechanics are used at the same time, you can only choose one, and the other has no effect. (Ex. You cannot combine Cutthroat Stance, which changes Main Combat from STR to DEX, and Tech Defense, which changes Main Defense from CON to WIS.)
*A character can only use one Ability per emote when engaging in Combat Roleplay, unless that Ability specifically mentions it can be used in conjunction with another. This exists to encourage fairness and streamline combat, treating each emote as a “turn.”
*If an Ability  involves some sort of leap, jump, or movement, this movement is always strictly horizontal and can never be used vertically. This has some leniency if there is a minor elevation change, but otherwise leaps cannot be used to travel up or down, unless it specifically mentions otherwise, in which case limitations will be given within the description.
*A character is allowed to walk on high ledges, rooves, and buildings without any specific Ability or Point Buy Pack, however, this only applies for if they can reasonably walk up a set of stairs, or a ladder, to get there. Using things such as Ender Pearls or Elytras is not allowed except with specific Ability or Mechanic functions. Players can use the Plugin Trait Jump 1, but not Jump 2 without an Ability or Mechanic function that mentions it. Characters cannot stand or walk on Leaf Blocks, Wool Blocks, or Fences.
*If a character falls from a high place, more than 6 blocks, they always take damage (one minor wound in logic combat, or 1 HP in optional combat) no matter the height. Characters can only be knocked off from high places by Abilities that specifically mention knocking someone off from a high place, and if a character has some Ability that grants them "fall immune" or "immunity to falling damage," they do not take any damage from falling.
*It is considered Metagaming by our rules to use Abilities to detect or determine someone is something based on purely mechanical functions. For example, if an Ability only works on Vampires, you can't just use it on people to see who it "works on" and call them out as a Vampire.
*If a character is affected by Knockback and would fall off of a ledge, they fall as normal. The only exception to this is if the ledge below them would lead to water, in which case the target may choose to remain at the ledge.
*If swapping weapons, a character must spend one emote dedicated to exchanging them before being able to attack and use Abilities once again.
===Techniques===
Techniques are expressions of mundane skill and prowess. They can be easily explained as your character just being able to perform a certain task or skill, and aren’t seen as Occult. If a character is Occult in some way however, they can apply magical aesthetics of their choice to Mundane Techniques, but this does not change how they work mechanically. Techniques have the following categories:
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
|-
|-
| style="background-color:#efefef;" | Passive Technique
| rowspan="4" | [[File:New Canvadddsrtetgr.png|300px|caption|left]]
| A Technique that is always granting some benefit or effect.
| style="font-weight:bold; width:75px; vertical-align:top;" | Description
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
| style="vertical-align:top;" |  
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.
|-
|-
| style="background-color:#efefef;" | Active Technique
| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
| A Technique that must be actively turned on or used to take effect. Sometimes has a condition that must be met before it can be used.
| style="vertical-align:top;" |  
| style="text-align: center;" | {{#simple-tooltip: Conditional | Some Techniques describe ways they can be turned on/off, or disabled.}}
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.
|-
|-
| style="background-color:#efefef;" | Counter Technique
| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
| A technique that must be actively used to counter a specific triggering condition.
| style="vertical-align:top;" |  
| style="text-align: center;" | {{#simple-tooltip: No | Counter Techniques cannot be used on other Counter Techniques. }}
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.
|-
| style="background-color:#efefef;" | Stance Technique
| A technique that activates a stance, which changes how one fights. Some techniques require a Stance Technique to be active before they can be used. Stance Techniques from Point Buy cannot be used at the same time.
| style="text-align: center;" | {{#simple-tooltip: No | N/A }}
|-
|-
| style="font-weight:bold; width:75px; vertical-align:top;" | Radical
| style="vertical-align:top;" |
Gaia's Radical is the Radical of Integration. This Radical proposes that the Occult can have the right to exist in the mortal world, but only insofar they are able to exist in a social ego system that is in harmony with their environment and the people around them. This vague concept proclaims that the Occult have a right to exist, but that to claim this right they must adapt and conform, concede, and compromise, and cannot hold onto selfish notions of complete autonomy. Failing this, Gaia's Radical proposes purging invasive Occult who disrupt social eco systems to preserve stability.
|}
|}


===Ability Powers===
==Magic Policy==
Ability Powers are varied and magical in nature, and thus have extra rules attached to them. Below is a list of those rules, and an explanation of the unique aspects of each type of Power.
Magic, or more specifically how to treat Magic (that is not Dragon Magic), varies for each of the Dragons, and subsequently as their faithful as they are bound to choose one of the Dragons as their Patron. The Dragon policies are called "The Radicals" for example the Radical of Destruction or the Radical of Apathy. Each Dragon has a context and nuance for why they feel that particular way, which is explained below. It is possible to apply multiple Radicals at once.
Powers have two aspects to them, their type, and Dimension. Power types distinguish how they work, and also how they interact with other Powers and Abilities. Dimension is a specific classification that determines what magical plane the Power is drawing from. When a Power is gained or used, it always has one of the following Dimensions attached to it: Primal, Ordial, Void, or Exist. This is determined by where a character gained that power from. For example, if a character gained an “Instant Power” from being a Vampire, because Vampires are always Void, that Power would be a “Void Instant Power.” This aspect is only relevant when Abilities mention that they only interact with certain Dimensions.
* '''Regulus, the Radical of Symbiosis:''' Regulus was born and lived most of his life as a mortal Ailor, and spent many years warming up to the presence of Occult. Notable in his history, is his intense friendship with a Pride Arkenborn, who softened him to the value of the Occult to fight an indeterminate "evil". As such, Regulus's Radical is that of Symbiosis, the idea that the Occult can also be recruited in the fight against the bad types of Magic, or the bad types of Magic users. Regulus fervently believes in the right of the Occult to live their life un-harassed by demands to convert to Dragon Magic or be rid of their Magic, as well as free from the fear of being killed for being Occult, but only for a narrow band of Occult who agree that casual, indifferent, or whimsical use of Magic is extremely dangerous. Regulus seeks to recruit Occult of Void, Exist, or Ordial alignment, who will aid in the fight against the Death Cults, Evolist Gods, Undead, Arken, and their ilk. Finally, Regulus and his followers determine those who are irredeemably "evil" for their vile Magic usage, declaring them Anathema and handing the matter off to Caius and his faithful for the hunt.  
{| class="wikitable"
* '''Caius, the Radical of Fire:''' Caius has suffered for 80,000 years, as the Void itself is tearing him apart. When the Void opened, Dragons being curious, sent Caius in to try and understand what it was. This event caused Caius's soul and body to split in two (the other half being Ifrit). He has been infected with a slow rotting corruption from within that will eventually overtake him, and so the urgency of his fight against the Occult is a desperation to end the infection before it ends him. His Radical of Fire, insists that the bad type of infection (Magic, Afflicted) must be burned out with fire and sword without mercy. Umbra believes that Caius's condition is made worse by casual Magic usage (such as just doing magic for the sake of it, or to impress others without urgent need), and so while Caius does not demand all Magical people be exterminated for being Magical, he demands they be made to suffer for casual Magic and abuse of Magic for selfish reasons with fire so they learn not to add to the suffering of Caius. Caius and his followers also wait for Regulus to determine who is Anathema in the law of Draconism, and seek out to utterly destroy those that have been labeled irredeemable to help Caius in his suffering.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
* '''Daiana, the Radical of Peace:''' Daiana is the world itself, and as such, her policies are only really understood indirectly from the Dreamborn that wander the world that are manifested from her Dreamspark, the thing with which she creates Gods and other matters of reality on Aloria. Daiana is a Dragon uniquely positively disposed to Spirits, and their will to live on Aloria even if they come from another dimension. Daiana dreams of a world without death, which sometimes puts her at odds with Umbra who insists on the need for the life and death cycle. While Spirits cannot truly feel the same way mortals do on Aloria, Daiana is the Spirit mother who seeks to embrace all of them and create a world in which Spirits and the living can exist in harmony, as Spirits in her eyes are always fated to exist for a specific reason, just like her Dreamborn. The exception, however, is what her faithful call the "Hollows", which are Spirits that have vile or ruinous intentions on the world. Daiana and her followers seek out the destruction or banishment of these Hollows, as they believe them to be corruptive to other Spirits who would otherwise have curious or benign intentions to living on Aloria.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
* '''Triton, the Radical of Power:''' Triton is both a split personality of Caius that exists in his own body, but also an entirely different person. It is believed that Triton is perhaps the only entity to have been omniscient since the dawn of Dragon times, as all other Dragons have either died, faded from reality, become unaware of the world, or projected into a different reality. Triton to some is called the "Dark Dragon", because he has no anti-Occult stance whatsoever, in fact he wants them all used, even Vampires. Triton's stance of Radical of Power implicates his followers with seeking to bend the Occult to their will, ostensibly to eradicate other Occult who are resilient to their power or are too wretched to be bent into service. Triton essentially weaponizes the Occult against other Occult, both to gather power, but also to bring about an easier destruction of the Occult, specifically by making the casualties other Occult, and not the Mundane or Draconist worshipers.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
* '''Nox, the Radical of Illusion:''' Nox much like Daiana has a policy that isn't strictly anti-Occult but aimed at the Occult integration in some way. Nox acknowledges that while other Dragons are mostly focused on the Occult infection of the world, Draconism or Dragons as a whole have many other enemies, including Gods, mortals and even the natural forces of the world. Nox seeks to harvest the Occult for information, knowledge, and sometimes even dark powers short of becoming Afflicted so that they can be weaponized against the threats the other Dragons ignore or aren't aware of. This can also include defending the Draconist cause against incursions from the outside, those who would usurp the powers of the Draconic. Some might even say, that it could involve shutting down Dragon Sites and regulating who get access to them, because sometimes, the enemy is within the Draconist's own cause whether through naivity or having fallen under the wrong influences.  
|-
* '''Marik, the Radical of Illumination:''' Marik is a product of a reborn tragedy, a Dragon whose soul was once used to commit the revenge of a Death God unto the ancestors of the Qadir. Much of his current life is in a mission to heal the damage this has done, and to mend the rifts that have come about between people of different origins, cultures, or beliefs. Marik as the patron of the Songaskians, straddles a difficult position in which he is a Dragon God to the Songaskians, but a Unionist God to the Qadir. The Songaskians do not directly contradict this reality, but the Qadir have not yet surpassed their historical trauma, and refuse to acknowledge that Marik is also a Dragon. Marik himself has always dodged the question or the matter, and resides in his home in Al-Alus, surrounded by the Qadir. His avoidant attitude extends to his Radical of Illumination, believing that whatever issue exists with the Occult, is only secondary to healing the historical trauma and damage that was inflicted on the world by the war between the Dragons and the Occult over the past 70,000 years, by helping Mundane and Occult alike heal from their history and the crimes committed against their ancestors.  
| style="background-color:#efefef;" | Passive Power
* '''Umbra, the Radical of Demise:''' Umbra's Radical of Demise underpins the absolute necessity for death to continue the cycle of life, and to prevent death from taking place elsewhere. What this means is that Umbrists believe in the inevitability of the fated end, that all thousands of premonitions of the future always lead to one outcome, being a death, and that a death must be made but that they have the choice whose life to take. This evaluation is usually based on the circumstances of the death. For example, if a Purist were to try and kill an Occult and that would result in a riot which would cause even more death, then the Umbrist would instead prevent the Occult's death, and kill the Lothar instead, because they believe that if they do not, that fate will exact another unforeseen death elsewhere. Umbra and his followers are utilitarians at heart, and as such will always seek to exact a clean and painless death to prevent more violence and more undue death that was not foretold in the threads of future visions. This can as mentioned sometimes involve taking the side of the Occult, but often also results in them killing Occult who will inevitably become Demonically possessed, or limit-break and take half a city with them.
| A Power that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user.
* '''Felicula, the Radical of Love:''' Felucila's Radical of Love, is often ridiculed by the faithful of the other Dragons as inanely naive. Her Radical insists that if the Occult were just embraced, cherished, loved, and be made friends with, that the Immortal War will end by itself, and that most if not all the vileness and grief that comes from the Occult, is based by the sociopolitical conditions in which they live, in constant persecution, ridicule, and fearing for their life. While some element of this is certainly very true, Felicula worshipers sometimes neglect the reality that some people just suck, and that some entities are just irredeemably evil. Felicula and her followers will always keep trying to convince those who were led astray by the ruinous powers, that they are welcome and cherished, and through that convince them to turn away from sinful Occult behavior.
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers.}}
* '''Severena, the Radical of Inward:''' Severena believes that the world, reality as it existed even before the Dragons, created flaws inherent in existence. As a result, Dragons are flawed, and subsequently, mortals they create are flawed. Furthering from that thought, she believes that one cannot truly look at the Occult and claim it to be filth that defiles the world, because the world is already filled with filth in violence, untimely death, suffering, hunger, and anguish, even without Magic. She claims that it is not possible for a Draconist to truly stand against the vilest of Occult that have tasked it upon themselves to inflict suffering, if the non-Occult do not first reach a higher understanding in themselves, and rid themselves of earthly attachments and have a clean mind. The Radical of Inward insists that the faithful must reach a higher level of transcendent detachment from personal anchors such as greed, pride, vanity, lust, and so forth, and then reach out into the world during this journey, to become protectors of the world.
|-
* '''Aurora, the Radical of Focus:''' Aurora does not care. This is a simple view, the Radical of Focus insists that there are far more important natural functions of the world, such as the continuation of life itself and the perpetuation of new animal species. Aurora quite literally does not have time to spend a second thought about the Occult, and as such she and her followers completely ignore the hypothetical Immortal War or the war between the Dragons and the Occult, to instead focus on maintaining the base functions of the world in the absence of other divine figures to steer them. Note, this does not mean that the Life Isldar are pacifists and simply lay down to the Death Isldar attacking them, they can take a very harsh and hostile stance against the Occult, but only ever do so when the threat manifests in geo politics. Aurora and her worshipers otherwise reject the urgency of destroying unworthy or sinful Occult, even at the cost of Caius's suffering.
| style="background-color:#efefef;" | Toggle Power
==Priestly Activities==
| A Power that can be toggled on and off at will, but is otherwise permanently active when on.
Draconist priesthood once lacked a formal structure, relying instead on Draconic oversight and the command of their directly chosen Matrons. However, as the millennia wore on and religious belief continued after the disappearance of Dragons, a priesthood came to be. With the modern-day resurgence of Draconism, the priests have multiplied alongside. Unlike the Matrons who directly serve one Dragon, the priests serve all Dragons simultaneously and preach in all their names.
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers.}}
 
|-
===Celestial Festivals===
| style="background-color:#efefef;" | Control Power
Draconist festivals are drawn up according to the twelve months of the year, placed exactly in the middle. These festivals are open to the non-faithful as well, in the search to entice new converts. The twelve monthly festivals are:
| A Power that forces some manner of control over the actions or intentions or thoughts of its target.
* '''Wildcard Festival (January 15)''': Taking place at the heart of winter, this celebration is an invitation for the priests of the community to celebrate the important events of the previous year in broader retrospective of all that has come to pass. This Festival specifically also celebrates Regulus and the Blue Dragons.
| style="text-align: center;" | Yes
* '''Before-Spring (February 15)''': Amidst the clearing of the frost, this Draconist festival sees the creation of garland, bouquets, and other arrangements to show respect for nature. Nature-walks, protests of industrialization, and celebrations of the natural world via communal learning are commonly held during this time. This Festival specifically also celebrates Aurora and the Purple Dragons.
|-
* '''Storyteller’s Festival (March 15)''': This festival is a celebration of the power of stories, and their importance in preserving oral history, especially when so much knowledge of the Dragons has been lost. Worshippers usually gather in someone’s home, or around a large stage, and take turns telling their favorite story. The tales are usually non-fiction, but fictional stories are allowed and encouraged, as long as they have some moral lesson or point.
| style="background-color:#efefef;" | Summon Power
* ''' All-Faith Tournament (April 15)''': This festival features ritualistic fighting between groups (or pairs) of warriors in the name of the Dragons. It is common for Draconists to invite fighters from other faiths, and include them in the battle, primarily to show the grace of the Dragons, but also to show off the martial prowess of the Archon and Draconists who participate. Ritualistic Dragon-Magic is used to prevent anyone from outright dying in the arena, and this Festival (unofficially) celebrates Triton and his might.
| A Power that summons or creates something out of nothing, such as weapons or armor.
* '''Cycles of Creation (May 15)''': This festival is the Draconist version of a “Love Festival” common in many other cultures and religions. During the day, Draconists gather and encourage others to spend time with their loved ones, specifically handing out flower-wreathes to single individuals, encouraging others to talk to them. While the day celebrates platonic and romantic love, by the evening Draconists are encouraged to spend time with their romantic partner(s), and the festival is seen as a particularly holy and important time to procreate and make love, as a celebration of life. This Festival historically used to celebrate Caius and the Red Dragons, but doesn’t anymore.
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only via preventing its usage. If something is summoned, it can generally not be un-summoned except by specific mechanics.}}
* '''Introspection Trials (June 15)''': This festival is less of a festival and more of a series of quests that Draconists task one another with, based on their perceived failures and weaknesses. Draconists are encouraged to devise a “mission” for another Draconist to try and complete, specifically with the intent of helping them get over something they struggle with, or learn something new, or improve and better themselves in some way. Succeeding in this task obligates the Draconist who did the quest to treat the quest-giver in some way (dinner, drink, a gift, etc), and the opposite if the Draconist fails (as consolation, the quest-giver treats them to something nice). Outright refusal to partake is looked down upon, and obligates all other Draconists to devise an even more convoluted quest. This Festival specifically also celebrates Severena and the Green Dragons.
|-
* '''Harmony Jubilee (July 15)''': This the largest and most bombastic of all of the Draconist Festivals, an all-day celebration including a large feast, dances, and loud music and song.  Most importantly, the Jubilee has hospitality extended to enemies of the faithful during this time, meaning they will not be attacked or chased out, so long as they do not harm someone first, or callously insult the Draconists hosting the festival. It is for this reason that the Jubilee (in Regalia, at least) is usually held in the countryside, to prevent any arrests being made. This Festival specifically also celebrates Felicula and the Yellow Dragons.
| style="background-color:#efefef;" | Buff Power
* '''Festival of Service (August 15)''': This festival has no defined structure, but is a celebration that encourages the faithful to remain humble, and offer their aid to others. For the entire day, Draconists travel in groups and offer their help, free of charge or expectation of repayment, to anyone who might need it. This can range from helping someone clean up their store, to building a home, to offering relationship advice, or trying to track down a lost pet, as long as the request does not obligate the Draconists to do something violent or offensive to their morals. This Festival specifically also celebrates Marik and the Brown Dragons.
| A Power that enhances the user or target with some benefit, such as bonus Proficiency Stats, Healing, or Block Tokens.
* '''Mourning Festival (September 15)''': It is common for this festival to feature processions in the streets of towns and cities where Draconists carry candles to graveyards of other religions, to offer their condolences to remember the dead and honor their memory, no matter their religion or culture or citizenship. This Festival specifically also celebrates Umbra and the White Dragons.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''Harvest Ritual (October 15)''': This festival celebrates the harvest via a large potluck, where everyone contributes some ingredient or dish. The feast is a large public gathering, where non-Draconists are welcome to bring their own food and dishes. It also features lots of colors, as it is common to have dyed chalk that is smeared across people’s skin and clothes to mark them as worshippers of a particular Dragon. This Festival specifically also celebrates Daiana and the Gray Dragons.
|-
* '''The Eternal Vigil (November 15)''': This festival is a solemn vigil in remembrance of the Archon who gave their lives historically, and even now, to protect and champion the cause of the Dragons. It is a festival that reflects on the suffering of the Archon, and even of the Dragons, at the hands of demonic forces. This Festival specifically also celebrates (or mourns) Caius and the Red Dragons.
| style="background-color:#efefef;" | Instant Power
* '''Gift-Giving and Sharing Ceremony (December 15)''': On this day, Draconists traditionally give each other personalized and thoughtful gifts of little monetary value. Usually, Draconists will choose a small number of people who they felt helped them the most throughout the year, and offer them gifts, with the expectation that everyone should get something. During this time, Draconists also partake in the ritual of sharing and absolution, wherein Draconists can reveal secrets or things they have kept hidden, that they regret or feel shame about, with the promise that by sharing at this ceremony, they will not be completely shunned or abandoned. To reveal a secret at this festival is a sacred act, and while it will not absolve them of all possible sins, it does ensure that the other Draconists will work to help them through it, and repent (if needed). This Festival specifically used to celebrate Nox, but, after his sin and banishment, it no longer does (publicly, anyways). Nox worshippers and Slizzar still hold this festival as a celebration of him and his wisdom.
| A Power that immediately imparts some effect.
===Rising===
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
The act of Rising is one of the more complicated rituals a Draconist priest can perform, and is a harmless event performed in the name of Daiana meant to give closure to a member of the living through the calling forth the target of their communion. It should be stated clearly that this ritual is not a Summoning or Evoking, and the entity that appears is only a visual construct from the memories of the participating party. This form can be the appearance of dead relatives, close friends, or those who were sadly taken too soon from a partner that they loved. The act of Rising is meant to provide closure, and priests as channelers of the ritual and also emotional guides, speak through their “puppet,” being granted temporary access to relevant memories shared between these two figures, or which might be useful in providing the living subject closure. Rising is seen as sacred among Draconists, while also being something that a priest does not perform lightly. An individual usually has to have a real emotional block in their mindset regarding a lost loved one for a priest to consider a Rising.
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| style="background-color:#efefef;" | Skill Power
==Trivia==
| A Power that confers bonus Proficiency Packs, or enhances, alters, or changes currently owned Packs.
To be Expanded.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
{{Religion}}
|-
{{Accreditation
| style="background-color:#efefef;" | Morph Power
|Artists =
| A Power that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it.
|Writers = MonMarty
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only via preventing its usage, if possible.}}
|Processors = FireFan96
|-
}}
| style="background-color:#efefef;" | Vehicle Power
[[category:Religion]]
| A Power that only activates when the user is inside of something. Multiple different Vehicle Powers cannot be 'stacked' or used at the same time.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
|-
| style="background-color:#efefef;" | Movement Power
| A Power that alters the user's movement in some way, or acts as a specific form of movement itself.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
|-
| style="background-color:#efefef;" | Counter Power
| A Power that explicitly counters another Ability or effect.  
| style="text-align: center;" |  {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers. Counter Powers cannot be used on Counter Powers.}}
|-
| style="background-color:#efefef;" | Link Power
| A  two way connection between a user and a target. A single character can be a part of many different link powers. If targeted with an Ability that breaks Link Powers, all links on a target (including ones they are casting)  are broken for that specific character. If the user is knocked out a Link Power also breaks. If the target exits the range of a Link Power, the Link Power remains, but they do not suffer the effects while they are outside of its range.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
|-
|}
===Charm Rolls & Persuasion Mechanics===
Some Abilities, Mechanics, and functions may mention a "Charm Roll" or "Persuasion Mechanic." This is used primarily to convince NPC & Event characters to do or beleive certain things, but can also be used on other players (with OOC consent).  At a base, Persuasion Dice Rolls are usually based on Wisdom and Faith (or another Stat if the source mentions it). To know a Persuasion Dice Roll number, add Wisdom and Faith together, up to a maximum of 11. That is your /dice roll for Persuasion. Staff will assign numbers to each NPC/Event Character, some characters like Arken might have very high Persuasion numbers like or 11 (allowing Persuasion to only work in the equivalent of a critical success roll), but other more mundane characters might have a number between 3 and 7.If applied to other Players, their Persuasion Stat is always Wisdom + Faith as well, up to a maximum of 11 (if they OOC agree to do a Persuasion Roll). In order to succeed, a character needs to roll at or higher than the Persuasion Stat of the person they are attempting to Persuade or Charm. Charm and Persuasion cannot convince Characters of completely insane information or suggestions, and does not for example work in broad instances like "do whatever I want" or "fall onto your own sword", but can work in instances like "hey let's not fight" and "I think you should help my friend here do something illegal and get away with it". Need help deciding what is reasonable or more information? Please contact Lore Staff in a Discord Ticket.

Latest revision as of 06:52, 30 April 2024

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Religion
Pronunciation Dra-konism
Origins Unknown, presumed over 70.000 years ago
Deities
Regulus, Caius, Daiana, Triton, Nox, Marik, Severena, Aurora.
Subsects
N/A

Origins

Draconism is the oldest Religion in the world, presumed to have existed in some form or another for nearly 100,000 years, though it is at the very least certain that the dogma has changed over successive generations. For example, the Maraya who have awoken from the Vaults, find Draconism radically different from what they remember in their Civilization, and even different from the archeological studies they did of the third Civilization that preceded them. Draconism styles itself after the values and principles of the Dragons in that Era, themed or styled in itself after the Races that roam the world at that time. It is as such an ever changing Religion that shapes itself based on the followers, though the Dragon Gods are eternal and remain largely similar with only their Race and some subtext changing between successive generations. Draconism has followers all over the world, but is generally speaking one of the weaker religions, being outclassed in number of followers by the likes of Unionism, Estelley, Fornoss, and some would argue even Evolism. Draconism has technically been a dead religion for 300 years, as the Dragons disappeared from the world in various ways, leaving behind their faithful who now worshiped in essence dead Gods. In the last few years however, Draconism has made a quick revival with many Temples being inhabited again, and the Dragons coming back alive in what is referred to as the Revival of Immortality.

History

To understand why the Dragons "died", it is necessary to understand the grand theme running through Draconism, being The Immortal War. The Immortal War refers to the endless conflict between the Dragons and what they call The Infection, which means Ordial/Exist/Void Essences that creep into the world of Aloria and attach to living and non living things there. The Dragons see themselves as natural wardens of the order of the world, and seek to remove The Infection from the world as a result. The Immortal War is mostly fought between Dragons and the Arken, at least historically speaking when they were still bound to Estel and Behesael. Each successive Void Invasion signals the failure of the Dragons to halt yet another end-times event, though after each cycle, the Dragons remain to restart civilization with new Races. Only the last (5th) Void Invasion was halted, when the Dragons performed the rite of the Denial of Immortality. In essence, Demons and Arken were immortal because the natural laws of Aloria allowed immortality. By denying immortality, the forces the Dragons fought could be killed, but they in turn were also killable. The Arken destroyed Estel and eventually Behesael in their betrayal, and the Dragons went out one way or another as the Immortal War essentially ended in a stalemate. The Dragons relented their efforts to kill the Arken, and contented themselves with the end of the Void Invasions, though recently, the Dragons seem to have come back from this decision, and have started reviving all over the world.

Draconic Nuance

There is one topic worth discussing with regards to Draconism, compared to other religions: the (in)validity of other Religions through Dragons. It is pretty widely known that Dragons create both Races and Gods, but this fact does not make them Gods to other peoples and religions who do not observe them as such. Consider this metaphor: if you liked your team-leader, because he did good things for you and your goals align, your belief in your team-leader is not suddenly invalidated, because your team-leader was raised/taught by a different person. All Religions understand the mechanical purpose of Dragons in the world (conception, creation, ecosystems etc.), but reject their religious message or Dragons as Gods (except in some circumstances, like the Guided Cult of Unionism). Draconism is the only Religion without an afterlife, the faithful neither go to an afterlife nor to the Beyond, their souls are lifted up by Umbra and rejoin the Soul Rivers from which they are born, disappearing into nothingness and lending their life and memories back to the Dragons.

Divine Mechanics

All Religions provide 1 single Mechanic to their Believers that fits within the flair of their Religion. This Mechanic is lost if the individual stops believing in the Religion, or becomes a heretic, but can be regained. Afflicted can use this mechanic, but having the mechanic does not imply that they have blanket forgiveness from their Gods, just that there is more nuance to it than that.

  • Draconism worshipers are able to use Persuasion Dice rolls on Gods both outside and inside of Divinium summonings which is normally not possible. Additionally they gain +2 to every Dice roll of Persuasion against a God, and their Persuasion Cap is raised by +2 when rolling against Gods.

Gods and Goddesses

Draconism has several Gods (gender indeterminate, though when humanoid, they do appear gendered), making it a polytheistic Religion. Unlike many other polytheistic religions, however, Draconism has a clear hierarchy and even a form of competitive rivalry between the so-called Dragon Thrones. Every Dragon Throne (a group of Dragons) contains a leader who is the representative God, and the lesser named Dragons. These lesser named Dragons are not strictly Gods, but they are treated with great reverence. Not all Draconism Gods are currently alive, during the process of the Denial of Immortality, most Dragons died in a non-traditional sense (which also made the Religion "dead" for nearly 300 years save for areas like the Sihai Lands), with not all of them having been revived recently. It is possible to worship multiple Dragons, but because the Dragon Gods often conflict with one another even when they have a Dragon King, most Draconism followers worship a single God that best fits their principles and beliefs.

Regulus, the Blue King Dragon
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  • Name: Regulus, the Dragon of Command, Hierarchy and Rulership.
  • Domain: Regulus controls the Draconic Conclave and rules the Dragons.
  • Symbols: Thunder Storms, Rulership, Banners, Rain, Bodies of Water.
  • Role: Regulus acts as the King of Dragons, to mediate and command them.
  • Traits: Capricious, Cryptic, Regal, Sagely, Mediating, Attentive, Loyalty.
  • Temple: House of Dragons on Draackenrust Mountain in Anglia.
  • Allies: Arkenborn, Urlan, Adal & Hagen faithful, Leyon faithful.
  • Enemies: Those who stand against the Regalian Empire and seek its downfall.
  • Rituals: Regulus is celebrated through the act of mediation between aggrieved parties, or the Dragon-King trial in which blue Dragon-King flames are summoned, a trial is held between two parties holding their hand in the flame, with the flame burning them if they utter a lie. Another method of worship is by expanding the political reach of the Dragons or the Draconism faithful, who have to rebuild their religion.
Caius, the Red Dying Dragon
caption
  • Name: Caius (Shalmanisar in Eronidas), Dragon of Love, Passion, and War.
  • Domain: Caius commands the impulses of the living, violence, and fire.
  • Symbols: Volcanoes, Battle, War, Destruction, Flames and Fire, and Magma.
  • Role: Caius acts as the Dragon General, leading Dragon forces in War.
  • Traits: Ill-tempered, Violent, Uncompromising, Brave, Passionate, Loving.
  • Temple: Rock of Eternity Volcano (largest Volcano in the world) in Guldar.
  • Allies: Ifrit faithful, Leif & Bard faithful, Gladiators, Lothar Knights, Purists.
  • Enemies: Any Occult, Occult Sympathizers, Aelrrigan Knights, Centrists.
  • Rituals: Caius is celebrated through the rituals of Mage-Burnings and Pyro-Branding. The former involves gathering magical scrolls, books, and artifacts, and burning them in a ritual fire, while the latter involves branding the Occult with painful scars that hurt when they use Magic. Less violent forms of worship involve the Flame-Dance, a ritual dance by torches in the moonlight, and the Burning Love Chalice, writing love letters and burning them.
Daiana, the Gray Dreaming Dragon
caption
  • Name: Daiana (Da'amu in Eronidas), Dragon of the Elements and Planet.
  • Domain: Daiana's domain is the planet itself, she is the world.
  • Symbols: Earth, Ancestor Spirits, Nature, Dreaming, Child-bearing.
  • Role: Daiana is the rock upon which all living move through space.
  • Traits: Shamanism, Maternal, Nurturing, Meditation, Grounding, Wisdom.
  • Temple: Great Hall of Mother in Kezzeret Kashubasha (Eronidas State).
  • Allies: Mana faithful, Mothers, Yanar, Narim, Dwarves, Elkonur faithful, Spirits.
  • Enemies: Those who disrespect Spirits as not having a story to tell or live out.
  • Rituals: Daiana is celebrated through the Harvest Ritual and Caring Ceremony, the former which involves celebrating harvest and sharing meals with others, the latter which involves bestowing both the blessing and responsibility of caring onto someone else by granting them a plant, a pet, or a child to take care of. Daiana is also invoked by priests to summon the Spirits or appearances of dead relatives to give consolation to the mourning living.
Triton, the Black Chain Dragon
caption
  • Name: Triton, Dragon of the Void, known as Triton in Evolism.
  • Domain: Triton's Domain is power and control, specifically of the mind.
  • Symbols: Revenge, Domination, Darkness in one's Soul, Dark Metal.
  • Role: Triton is the Dark second half of Caius's split soul, Void infected.
  • Traits: Vengeful, Cruel, Pragmatic, Powerful, Unforgiving, Unrelenting.
  • Temple: Darkscale House of the High Father in the Osciird Princedoms (Daen).
  • Allies: Evolism Faithful, Evintarian Unionists, Military & Martial people.
  • Enemies: The Apathetic & Inactive, Behesael faithful, Pacifists, Ithanians.
  • Rituals: Triton is celebrated through the Metamorphic Baptism, involved in ritually immersing in a pool of Void-blessed Dragon Water, and assuming Void Mutations of Triton. Another ritual is the Retribution Rally, where they summon a banner of Revenge and call forth allies to sally forth and attack their enemy for vengeance. Finally, Triton accepts blood offerings either from the faithful or those vanquished in battle.
Nox, the Teal Unseen Dragon
caption
  • Name: Nox (Madhyaratri in Slizzar & Allar), Dragon of mirrors and truth.
  • Domain: Nox's domain is that of truth or lies, and wisdom in foresight.
  • Symbols: Mirrors, Snakes, Libraries, Sassrakkand, the Mind, Chrome.
  • Role: Nox acts as Spymaster for the Dragons, but also has his own agenda.
  • Traits: Deceitful, Calculated, Foresight, Thoughtful, Wise, All-Knowing.
  • Temple: The Sassrakkand Pyramideon (only accessible to Slizzar and Archon).
  • Allies: Inth faithful, Rand faithful, Juvin Faithful, Wadj & Yah Faithful.
  • Enemies: Justicars, Knights, Guards, The Afflicted, The Thralled & Mind-Controlled.
  • Rituals: Nox's worship involves the mirrors in which his Dragonsoul was banished by the Dragons for transgressing by creating the Slizzar, which he was specifically forbidden from doing. His followers etch secrets and things they have learned from the Occult into mirrors, after which the messages melt into the reflection and disappear, sometimes causing an approving reflection of Nox to appear for only a split second.
Marik, the Brown Etherforge Dragon
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  • Name: Marik (Al-Asir in Qadir), Dragon of Tech, a Unionist God also.
  • Domain: Marik's Domain are the Leylines and Leytech, all Draconic machines.
  • Symbols: Technology, Forgery, Craftsmen, Bronze, Brass, and Desert Sands.
  • Role: Marik is the Architect of Dragon Weapons and Sites against the Occult.
  • Traits: Helpful, Reassuring, Resourceful, Quirky, Compassionate, Self-Sacrificing.
  • Temple: Marik's Temple was destroyed by the Great Storm that ravished Ard-al Nur.
  • Allies: Qadir, Unionists, Automata & Artificial living Beings, Technicians.
  • Enemies: Machinist faithful, Body-Modders, War-fanatics & the Military.
  • Rituals: Marik's history of making all the Draconic weapons to exterminate the Occult in history, versus his current reincarnation differ considerably. While in the past worship was the creation of more weapons, now it is the creation of tools to help people live easier and more comfortable lives, specifically to replace the shortcut need of Magic to solve societal and environmental problems, by making the solution tech instead.
Umbra, the White Twilight Dragon
caption
  • Name: Umbra, the Dragon of the Dead and the Soul Rivers of Draconism.
  • Domain: The Soul Rivers, the passage between life and death in Aloria.
  • Symbols: A white swirl, blackout tattoos, a furred instead of scaled Dragon.
  • Role: Umbra maintains the Soul Rivers and the Dead-Living boundaries.
  • Traits: Deadly, Pestilent, Renewal, Memories, Capricious, Sardonic.
  • Temple: Destroyed, re-inhabited by the Evolist Temple in Regalia' Wilderness.
  • Allies: Eronidas, Those who hunt Undead and return Spirits to the Afterlife.
  • Enemies: Undead, Geists, those who consort with the Ordial Scourge.
  • Rituals: Umbra is an ambiguous Dragon who is neither motivated by rage and pain or banishment into the Void for his favor to what some would call cruelty. He is the agent of all diseases and sickness on Aloria, because his greatest beauty is death itself, a final act and a final chapter in someone's life. Rituals of Umbra involve speeding an inevitable death to conclusion, and putting the dying at ease with the inevitable.
Felicula, the Yellow Harmony Dragon
caption
  • Name: Felicula is the Dragon of Festivity, Kindness, and Warmheartedness.
  • Domain: Felicula's domain is entertainment and culture, as well as peace.
  • Symbols: The yellow Hadar Chrysanthemum, vines wrapped around amphoras.
  • Role: Felicula makes the world pleasant to live in by creating joy in shadow.
  • Traits: Shy, Endearing, Hospitable, Altruistic, Well-meaning, Naive.
  • Temple: Felicula never had a Temple, as worship of her was in festivities.
  • Allies: Entertainers, Artists, Musicians, Bartenders, Party Hosts, Dancers.
  • Enemies: Those who speak with sarcasm, cruelty, or inflict mental anguish.
  • Rituals: Felicula's worship is engaged in through the many varied Draconism festivals, one for each month, and to show random gestures of kindness and gifts to others. Very common is the Draconist gift-giving ceremony, where on the 20th of December, Draconism Faithful gift each other personalized and thoughtful gifts of specifically small monetary value, but also joining events hosted by others and improving the entertainment value.
Severena, the Green Stalwart Dragon
caption
  • Name: Severena (Saaima in Sihai), Dragon of Protection and Transcendence.
  • Domain: Protection of the world from danger, and the inner Eye and Soul.
  • Symbols: Air, Monasteries, High Mountain Towers, Clouds, Transcendence.
  • Role: Severena guides the protectors of the living across the world.
  • Traits: Contemplative, Insightful, Ascended, Detached, Piercing, Ethereal.
  • Temple: The Beian Temples in Zhong where the Air Dragons Slumber and dream of Jade.
  • Allies: Those who task themselves to save the world from chaos and calamity.
  • Enemies: Those who would cause chaos and damage the world and people in it.
  • Rituals: Severena worship is done the Breath of Serenity, a solo or group excersize of speaking out evils and attachments, and letting go with breathing exercises. Another worship method is the Temple of Elevation where the faithful climb high mountains or tall towers with lanterns to seek enlightenment, and the vows of protection where those who have attained enlightenment and detachment from the mortal world, can become true world protectors.
Aurora, the Purple Creation Dragon
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  • Name: Aurora, the Dragon of Creation's penultimate design and intellect.
  • Domain: The Creation Dictat, that which creates all live on Aloria.
  • Symbols: The sprouting plant, the meteor and the meteor's impact crater.
  • Role: Aurora designs, creates and iterates on all living species on Aloria.
  • Traits: Frigid, Emotionless, Intuitive, Work-Obsessed, Isolationist, Free.
  • Temple: The Moon-Vault Halls in Ellador, capital of the Life Isldar Elven State.
  • Allies: Alchemists, Hunters, Urlan, Scholars, those in the sciences.
  • Enemies: Death Isldar, Environmental destruction and eco-system destabilization.
  • Rituals: Aurora worship is often done alone but can also be done together, in the Harvest of the Stars by wishing on the falling stars which are common in the skies, or the Hunting Rite of Passage where mentors take students on hunts to prove their natural selection ability and population control. Finally, the Transition Cave is where animal or people carcasses are laid to rest to turn into new lifeforms in insects and fungi.

Gaia, the Indigo Nature Dragon

caption
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.

Radical

Gaia's Radical is the Radical of Integration. This Radical proposes that the Occult can have the right to exist in the mortal world, but only insofar they are able to exist in a social ego system that is in harmony with their environment and the people around them. This vague concept proclaims that the Occult have a right to exist, but that to claim this right they must adapt and conform, concede, and compromise, and cannot hold onto selfish notions of complete autonomy. Failing this, Gaia's Radical proposes purging invasive Occult who disrupt social eco systems to preserve stability.

Magic Policy

Magic, or more specifically how to treat Magic (that is not Dragon Magic), varies for each of the Dragons, and subsequently as their faithful as they are bound to choose one of the Dragons as their Patron. The Dragon policies are called "The Radicals" for example the Radical of Destruction or the Radical of Apathy. Each Dragon has a context and nuance for why they feel that particular way, which is explained below. It is possible to apply multiple Radicals at once.

  • Regulus, the Radical of Symbiosis: Regulus was born and lived most of his life as a mortal Ailor, and spent many years warming up to the presence of Occult. Notable in his history, is his intense friendship with a Pride Arkenborn, who softened him to the value of the Occult to fight an indeterminate "evil". As such, Regulus's Radical is that of Symbiosis, the idea that the Occult can also be recruited in the fight against the bad types of Magic, or the bad types of Magic users. Regulus fervently believes in the right of the Occult to live their life un-harassed by demands to convert to Dragon Magic or be rid of their Magic, as well as free from the fear of being killed for being Occult, but only for a narrow band of Occult who agree that casual, indifferent, or whimsical use of Magic is extremely dangerous. Regulus seeks to recruit Occult of Void, Exist, or Ordial alignment, who will aid in the fight against the Death Cults, Evolist Gods, Undead, Arken, and their ilk. Finally, Regulus and his followers determine those who are irredeemably "evil" for their vile Magic usage, declaring them Anathema and handing the matter off to Caius and his faithful for the hunt.
  • Caius, the Radical of Fire: Caius has suffered for 80,000 years, as the Void itself is tearing him apart. When the Void opened, Dragons being curious, sent Caius in to try and understand what it was. This event caused Caius's soul and body to split in two (the other half being Ifrit). He has been infected with a slow rotting corruption from within that will eventually overtake him, and so the urgency of his fight against the Occult is a desperation to end the infection before it ends him. His Radical of Fire, insists that the bad type of infection (Magic, Afflicted) must be burned out with fire and sword without mercy. Umbra believes that Caius's condition is made worse by casual Magic usage (such as just doing magic for the sake of it, or to impress others without urgent need), and so while Caius does not demand all Magical people be exterminated for being Magical, he demands they be made to suffer for casual Magic and abuse of Magic for selfish reasons with fire so they learn not to add to the suffering of Caius. Caius and his followers also wait for Regulus to determine who is Anathema in the law of Draconism, and seek out to utterly destroy those that have been labeled irredeemable to help Caius in his suffering.
  • Daiana, the Radical of Peace: Daiana is the world itself, and as such, her policies are only really understood indirectly from the Dreamborn that wander the world that are manifested from her Dreamspark, the thing with which she creates Gods and other matters of reality on Aloria. Daiana is a Dragon uniquely positively disposed to Spirits, and their will to live on Aloria even if they come from another dimension. Daiana dreams of a world without death, which sometimes puts her at odds with Umbra who insists on the need for the life and death cycle. While Spirits cannot truly feel the same way mortals do on Aloria, Daiana is the Spirit mother who seeks to embrace all of them and create a world in which Spirits and the living can exist in harmony, as Spirits in her eyes are always fated to exist for a specific reason, just like her Dreamborn. The exception, however, is what her faithful call the "Hollows", which are Spirits that have vile or ruinous intentions on the world. Daiana and her followers seek out the destruction or banishment of these Hollows, as they believe them to be corruptive to other Spirits who would otherwise have curious or benign intentions to living on Aloria.
  • Triton, the Radical of Power: Triton is both a split personality of Caius that exists in his own body, but also an entirely different person. It is believed that Triton is perhaps the only entity to have been omniscient since the dawn of Dragon times, as all other Dragons have either died, faded from reality, become unaware of the world, or projected into a different reality. Triton to some is called the "Dark Dragon", because he has no anti-Occult stance whatsoever, in fact he wants them all used, even Vampires. Triton's stance of Radical of Power implicates his followers with seeking to bend the Occult to their will, ostensibly to eradicate other Occult who are resilient to their power or are too wretched to be bent into service. Triton essentially weaponizes the Occult against other Occult, both to gather power, but also to bring about an easier destruction of the Occult, specifically by making the casualties other Occult, and not the Mundane or Draconist worshipers.
  • Nox, the Radical of Illusion: Nox much like Daiana has a policy that isn't strictly anti-Occult but aimed at the Occult integration in some way. Nox acknowledges that while other Dragons are mostly focused on the Occult infection of the world, Draconism or Dragons as a whole have many other enemies, including Gods, mortals and even the natural forces of the world. Nox seeks to harvest the Occult for information, knowledge, and sometimes even dark powers short of becoming Afflicted so that they can be weaponized against the threats the other Dragons ignore or aren't aware of. This can also include defending the Draconist cause against incursions from the outside, those who would usurp the powers of the Draconic. Some might even say, that it could involve shutting down Dragon Sites and regulating who get access to them, because sometimes, the enemy is within the Draconist's own cause whether through naivity or having fallen under the wrong influences.
  • Marik, the Radical of Illumination: Marik is a product of a reborn tragedy, a Dragon whose soul was once used to commit the revenge of a Death God unto the ancestors of the Qadir. Much of his current life is in a mission to heal the damage this has done, and to mend the rifts that have come about between people of different origins, cultures, or beliefs. Marik as the patron of the Songaskians, straddles a difficult position in which he is a Dragon God to the Songaskians, but a Unionist God to the Qadir. The Songaskians do not directly contradict this reality, but the Qadir have not yet surpassed their historical trauma, and refuse to acknowledge that Marik is also a Dragon. Marik himself has always dodged the question or the matter, and resides in his home in Al-Alus, surrounded by the Qadir. His avoidant attitude extends to his Radical of Illumination, believing that whatever issue exists with the Occult, is only secondary to healing the historical trauma and damage that was inflicted on the world by the war between the Dragons and the Occult over the past 70,000 years, by helping Mundane and Occult alike heal from their history and the crimes committed against their ancestors.
  • Umbra, the Radical of Demise: Umbra's Radical of Demise underpins the absolute necessity for death to continue the cycle of life, and to prevent death from taking place elsewhere. What this means is that Umbrists believe in the inevitability of the fated end, that all thousands of premonitions of the future always lead to one outcome, being a death, and that a death must be made but that they have the choice whose life to take. This evaluation is usually based on the circumstances of the death. For example, if a Purist were to try and kill an Occult and that would result in a riot which would cause even more death, then the Umbrist would instead prevent the Occult's death, and kill the Lothar instead, because they believe that if they do not, that fate will exact another unforeseen death elsewhere. Umbra and his followers are utilitarians at heart, and as such will always seek to exact a clean and painless death to prevent more violence and more undue death that was not foretold in the threads of future visions. This can as mentioned sometimes involve taking the side of the Occult, but often also results in them killing Occult who will inevitably become Demonically possessed, or limit-break and take half a city with them.
  • Felicula, the Radical of Love: Felucila's Radical of Love, is often ridiculed by the faithful of the other Dragons as inanely naive. Her Radical insists that if the Occult were just embraced, cherished, loved, and be made friends with, that the Immortal War will end by itself, and that most if not all the vileness and grief that comes from the Occult, is based by the sociopolitical conditions in which they live, in constant persecution, ridicule, and fearing for their life. While some element of this is certainly very true, Felicula worshipers sometimes neglect the reality that some people just suck, and that some entities are just irredeemably evil. Felicula and her followers will always keep trying to convince those who were led astray by the ruinous powers, that they are welcome and cherished, and through that convince them to turn away from sinful Occult behavior.
  • Severena, the Radical of Inward: Severena believes that the world, reality as it existed even before the Dragons, created flaws inherent in existence. As a result, Dragons are flawed, and subsequently, mortals they create are flawed. Furthering from that thought, she believes that one cannot truly look at the Occult and claim it to be filth that defiles the world, because the world is already filled with filth in violence, untimely death, suffering, hunger, and anguish, even without Magic. She claims that it is not possible for a Draconist to truly stand against the vilest of Occult that have tasked it upon themselves to inflict suffering, if the non-Occult do not first reach a higher understanding in themselves, and rid themselves of earthly attachments and have a clean mind. The Radical of Inward insists that the faithful must reach a higher level of transcendent detachment from personal anchors such as greed, pride, vanity, lust, and so forth, and then reach out into the world during this journey, to become protectors of the world.
  • Aurora, the Radical of Focus: Aurora does not care. This is a simple view, the Radical of Focus insists that there are far more important natural functions of the world, such as the continuation of life itself and the perpetuation of new animal species. Aurora quite literally does not have time to spend a second thought about the Occult, and as such she and her followers completely ignore the hypothetical Immortal War or the war between the Dragons and the Occult, to instead focus on maintaining the base functions of the world in the absence of other divine figures to steer them. Note, this does not mean that the Life Isldar are pacifists and simply lay down to the Death Isldar attacking them, they can take a very harsh and hostile stance against the Occult, but only ever do so when the threat manifests in geo politics. Aurora and her worshipers otherwise reject the urgency of destroying unworthy or sinful Occult, even at the cost of Caius's suffering.

Priestly Activities

Draconist priesthood once lacked a formal structure, relying instead on Draconic oversight and the command of their directly chosen Matrons. However, as the millennia wore on and religious belief continued after the disappearance of Dragons, a priesthood came to be. With the modern-day resurgence of Draconism, the priests have multiplied alongside. Unlike the Matrons who directly serve one Dragon, the priests serve all Dragons simultaneously and preach in all their names.

Celestial Festivals

Draconist festivals are drawn up according to the twelve months of the year, placed exactly in the middle. These festivals are open to the non-faithful as well, in the search to entice new converts. The twelve monthly festivals are:

  • Wildcard Festival (January 15): Taking place at the heart of winter, this celebration is an invitation for the priests of the community to celebrate the important events of the previous year in broader retrospective of all that has come to pass. This Festival specifically also celebrates Regulus and the Blue Dragons.
  • Before-Spring (February 15): Amidst the clearing of the frost, this Draconist festival sees the creation of garland, bouquets, and other arrangements to show respect for nature. Nature-walks, protests of industrialization, and celebrations of the natural world via communal learning are commonly held during this time. This Festival specifically also celebrates Aurora and the Purple Dragons.
  • Storyteller’s Festival (March 15): This festival is a celebration of the power of stories, and their importance in preserving oral history, especially when so much knowledge of the Dragons has been lost. Worshippers usually gather in someone’s home, or around a large stage, and take turns telling their favorite story. The tales are usually non-fiction, but fictional stories are allowed and encouraged, as long as they have some moral lesson or point.
  • All-Faith Tournament (April 15): This festival features ritualistic fighting between groups (or pairs) of warriors in the name of the Dragons. It is common for Draconists to invite fighters from other faiths, and include them in the battle, primarily to show the grace of the Dragons, but also to show off the martial prowess of the Archon and Draconists who participate. Ritualistic Dragon-Magic is used to prevent anyone from outright dying in the arena, and this Festival (unofficially) celebrates Triton and his might.
  • Cycles of Creation (May 15): This festival is the Draconist version of a “Love Festival” common in many other cultures and religions. During the day, Draconists gather and encourage others to spend time with their loved ones, specifically handing out flower-wreathes to single individuals, encouraging others to talk to them. While the day celebrates platonic and romantic love, by the evening Draconists are encouraged to spend time with their romantic partner(s), and the festival is seen as a particularly holy and important time to procreate and make love, as a celebration of life. This Festival historically used to celebrate Caius and the Red Dragons, but doesn’t anymore.
  • Introspection Trials (June 15): This festival is less of a festival and more of a series of quests that Draconists task one another with, based on their perceived failures and weaknesses. Draconists are encouraged to devise a “mission” for another Draconist to try and complete, specifically with the intent of helping them get over something they struggle with, or learn something new, or improve and better themselves in some way. Succeeding in this task obligates the Draconist who did the quest to treat the quest-giver in some way (dinner, drink, a gift, etc), and the opposite if the Draconist fails (as consolation, the quest-giver treats them to something nice). Outright refusal to partake is looked down upon, and obligates all other Draconists to devise an even more convoluted quest. This Festival specifically also celebrates Severena and the Green Dragons.
  • Harmony Jubilee (July 15): This the largest and most bombastic of all of the Draconist Festivals, an all-day celebration including a large feast, dances, and loud music and song. Most importantly, the Jubilee has hospitality extended to enemies of the faithful during this time, meaning they will not be attacked or chased out, so long as they do not harm someone first, or callously insult the Draconists hosting the festival. It is for this reason that the Jubilee (in Regalia, at least) is usually held in the countryside, to prevent any arrests being made. This Festival specifically also celebrates Felicula and the Yellow Dragons.
  • Festival of Service (August 15): This festival has no defined structure, but is a celebration that encourages the faithful to remain humble, and offer their aid to others. For the entire day, Draconists travel in groups and offer their help, free of charge or expectation of repayment, to anyone who might need it. This can range from helping someone clean up their store, to building a home, to offering relationship advice, or trying to track down a lost pet, as long as the request does not obligate the Draconists to do something violent or offensive to their morals. This Festival specifically also celebrates Marik and the Brown Dragons.
  • Mourning Festival (September 15): It is common for this festival to feature processions in the streets of towns and cities where Draconists carry candles to graveyards of other religions, to offer their condolences to remember the dead and honor their memory, no matter their religion or culture or citizenship. This Festival specifically also celebrates Umbra and the White Dragons.
  • Harvest Ritual (October 15): This festival celebrates the harvest via a large potluck, where everyone contributes some ingredient or dish. The feast is a large public gathering, where non-Draconists are welcome to bring their own food and dishes. It also features lots of colors, as it is common to have dyed chalk that is smeared across people’s skin and clothes to mark them as worshippers of a particular Dragon. This Festival specifically also celebrates Daiana and the Gray Dragons.
  • The Eternal Vigil (November 15): This festival is a solemn vigil in remembrance of the Archon who gave their lives historically, and even now, to protect and champion the cause of the Dragons. It is a festival that reflects on the suffering of the Archon, and even of the Dragons, at the hands of demonic forces. This Festival specifically also celebrates (or mourns) Caius and the Red Dragons.
  • Gift-Giving and Sharing Ceremony (December 15): On this day, Draconists traditionally give each other personalized and thoughtful gifts of little monetary value. Usually, Draconists will choose a small number of people who they felt helped them the most throughout the year, and offer them gifts, with the expectation that everyone should get something. During this time, Draconists also partake in the ritual of sharing and absolution, wherein Draconists can reveal secrets or things they have kept hidden, that they regret or feel shame about, with the promise that by sharing at this ceremony, they will not be completely shunned or abandoned. To reveal a secret at this festival is a sacred act, and while it will not absolve them of all possible sins, it does ensure that the other Draconists will work to help them through it, and repent (if needed). This Festival specifically used to celebrate Nox, but, after his sin and banishment, it no longer does (publicly, anyways). Nox worshippers and Slizzar still hold this festival as a celebration of him and his wisdom.

Rising

The act of Rising is one of the more complicated rituals a Draconist priest can perform, and is a harmless event performed in the name of Daiana meant to give closure to a member of the living through the calling forth the target of their communion. It should be stated clearly that this ritual is not a Summoning or Evoking, and the entity that appears is only a visual construct from the memories of the participating party. This form can be the appearance of dead relatives, close friends, or those who were sadly taken too soon from a partner that they loved. The act of Rising is meant to provide closure, and priests as channelers of the ritual and also emotional guides, speak through their “puppet,” being granted temporary access to relevant memories shared between these two figures, or which might be useful in providing the living subject closure. Rising is seen as sacred among Draconists, while also being something that a priest does not perform lightly. An individual usually has to have a real emotional block in their mindset regarding a lost loved one for a priest to consider a Rising.

Trivia

To be Expanded.


Accreditation
Writers MonMarty
Processors FireFan96
Last Editor OkaDoka on 04/30/2024.

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