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The Ability Manual is a resource page to explain common terms, functions, and base-line rules for Ability usage. If you play D&D, this should be as familiar as a Players Handbook. An indexed list of all Abilities can be found on the [[Ability List]] Page.  
{{Info religion
|image = Gdwsgdse.png
|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 as a Religion has unclear origins, as it may actually be the oldest Religion in the world, but has never continually been the same. There is archeological evidence to suggest that every civilization that existed in a particular cycle had some kind of representation in Draconism, but that the dogma was radically different each era. Even the current form of Draconism has not remained consistent, as recent changes caused by the death of one of their kind, caused a complete revision of the Religion itself. Historically Draconism was the only Religion without an afterlife and without a clear dogma declared by the Gods. While for example Fornoss Gods specifically taught the faithful how to live their lives and religious law, Dragons never did this, leaving their worshipers to grasp at speculations what the dogma should be. Modern Draconism however, finds much more guidance from the Dragons, which is sometimes why The Advancement is considered a break from the past. Old Draconism is referred to as just that, while modern Draconism is sometimes called Advanced Draconism to differentiate it from the past.
==Core Beliefs==
At its simplest, Draconism is a religion that holds the Dragons as Gods, creators of the world, and all living things in it. Most religions acknowledge the existence of Dragons and their mechanical control over creation, but Draconism is the only Religion that focuses on the Draconic personas as divine paragons of virtue (and vice). Historically, Draconism was less of a Religion and more of a cult in which mortals projected certain values on the Dragons, that they loosely acknowledged but never fully invested in. Draconism was always a fairly light religion, as the Gods never reinforced religious Dogma, until The Advancement.
===The Advancement===
The Advancement is an event that occurred in 312 AC, when the Dragons committed to fulfill the functions of Gods for Draconism, rather than tacitly condoning its existence with occasional affirmation. The event that precipitated The Advancement was the death and rebirth of Caius, who after suffering 13,000 years from a consuming Void-sickness, finally died, and was reborn as Cinerius. With an impending religious schism in the already fracturing Draconic faith, the Dragon Regulus led a conclave of Dragons in which they agreed on new policies and dictates and created the Draconism afterlife while passing the will of the Gods down to all believers.
===The Dragon Conclave===
At a baseline, all Draconists should be inspired and live by the example of the virtues of their Gods. However, the Draconism Gods are divided over 3 distinct Pantheons of 4 Dragons each. Each Draconism worshiper chooses to belong to one of these Pantheons, and adopts their ideology on The Presence. The Presence is a new term used by the Dragons to refer to what they previously called The Infection, all things Magical and not of Aloria's reality. During The Advancement, the Dragons effectively abandoned full extermination of extraplanar Magic, but they still have different views on how to interact with things not of the world of Aloria. Individual virtues can be found on the God descriptions, the Pantheons are explained below. Note, there is a minor exception to all the below. Any Ordial-Aligned Person/Spirit that is somehow tied to the Malefica, Machinist, or Consigner, cannot be tolerated even by the Successors. Those Persons/Spirits must either be cleansed to be interacted with, or removed from Aloria and the living.
* '''The Consolidation is the Pantheon of the Dragon Gods Regulus, Triton, Marik, and Gaia. The Consolidation represents the desire to create space for The Presence, but with compromises.'''
** To resolve Spirits: The Consolidation supports Nature Binding of Spirits, but also insists on cleansing their Extraplanar Magic, or converting it to God Magic (Draconic Magic)
** To resolve Mages: The Consolidation supports the inclusion of Mages, but insists that under no circumstance Sinistral Magic is used, and those who do are Anathema.
** To resolve Afflicted: The Consolidation continues the fight against the Afflicted, believing them to have no place in the world of Aloria due to their nature.
* '''The Annexation is the Pantheon of the Dragon Gods Severena, Aurora, Nox, and Orion. The Annexation represents the desire to create space for The Presence, but only on their terms.'''
** To resolve Spirits: The Annexation supports Shard Binding of Spirits, which in turn shuts off all their Magic making them Mundane, an in essence Bound Automata.
** To resolve Mages: The Consolidation tolerates Mages, but insists on declaring Sinistral users Anathema, and also insist Magic usage is kept to an absolute minimum with no frivolous entertainment uses.
** To resolve Afflicted: The Annexation continues the fight against the Afflicted, believing them to have no place in the world of Aloria due to their nature.
* '''The Succession is the Pantheon of the Dragon Gods Cinerius, Umbra, Felicula, and Daiana. The Succession represents the desire to include The Presence in the fold with as few rules as possible.'''
** To resolve Spirits: The Succession supports Nature Binding of Spirits, and makes no further changes. Their only requirement is that Spirits accept real feelings and a consciousness.
** To resolve Mages: The Succession supports the inclusion of Mages with no requirement other than that they use Sinistral Magic only in desperation or need, and rely on Dragons to fix the damage to the world.
** To resolve Afflicted: The Succession supports fighting the Afflicted where they embody the sins of Draconism, but otherwise proposes compassion and forgiveness to cursed mortals.
===Vices and Virtues===
While the Gods and Goddesses section contains more information about the specific Vices and Virtues, it's quite a lot of dense information. For this reason, this sub-header will quickly discuss these aspects of the Gods. It is important to remember that creation is flawed due to the inherent flaws of free will, and that the Dragons do not expect a vice-free life from the faithful. Rather, vices are actions that are meant to be exposed by fellow-faithful so that everyone can work towards improving these flaws and removing from from someone. Awareness and the removing of vice in mortals, is a communal responsibility. How far virtues contribute to the afterlife, is discussed further below.
* '''Regulus''' is the God-King, who promotes the virtue of preserving life but respecting natural causes. The vice he preaches against is idleness and inactive centrism that leads to non-reaction to trouble.
* '''Cinerius''' is the Love-God, who promotes the virtues of loving and feeling unconditionally and with no restraint. The vice he preaches against is being ambitionless or having no lust for life and experience.
* '''Daiana''' is the Planet-God, who promotes the virtues of respect for the lives of others, and environmentalism. The vices she preaches against are slavery, abuse of loved ones, and corruption of nature.
* '''Triton''' is the War-God, who promotes the virtues of physical or mental strength and training, and acquisition of power. The vice he warns against is apathy and inaction to serve under incompetent leaders.
* '''Nox''' is the Scholar-God, who promotes the virtues of learning and protecting Draconic sites or information from misuse. The vice he warns against is to be caught unaware, uninformed, or unprepared.
* '''Marik''' is the Tech-God, who promotes the virtues of kindness, compassion, and charity to others in act and thought. The vice he warns against is the meaningless destruction of the work of others.
* '''Umbra''' is the Death-God, who promotes the virtue of respecting the cycle of life and death and supporting it with grace. The vice he warns against is to covet the powers and prerogatives of Dragons and Gods.
* '''Felicula''' is the Magic-God, who promotes the virtue of extolling happiness and good feelings in others, and creativity. The vice she warns against is contempt or cynicism to the mysteries and beauty of the world.
* '''Severena''' is the Protector-God, who promotes the virtue of responsibility taking, and protecting the world from harm. The vices she warns against are impatience, indecision, and acting without thought.
* '''Aurora''' is the Creation-God, who promotes the virtues of diligence, equality, and freedom with equal opportunity. The vices she loathes are cruelty, sadism, injustice and callousness, as well as the whole concept of hatred.
* '''Gaia''' is the Nature-God who promotes the virtues of preserving balance, and to show bravery in the face of certain defeat. The vices he warns against are overconfidence, and refusing to accept or seek help.
* '''Orion''' is the Star-God warden of the afterlife, who promotes the virtues of temperance and asceticism. The vice he warns against, is the inherent smugness that is common among Draconists towards non-believers.
===Old Believers===
Draconism has a variety of smaller regional Cults called Old Believers. The Old Believers hold onto the [[Draconism Radicals]] as they were before The Advancement. Choosing to play an Old Believer is not recommended, because it cuts a Character off from the other Draconism worshipers. Even though Old Believers are not strictly heretics, they might be excluded from social activities or Pantheon-related quests. Old Believer information is preserved specifically for Character who felt betrayed by The Advancement, or sensed a sinister intention in the actions of Umbra, and want to continue Caius's Burning Extermination.
==Gods and Goddesses==
Draconism has a total of 12 Gods, split equally over 3 Pantheons. Unlike Fornoss where it is possible to worship only one specific Pantheon, Draconists must worship all Gods of all Pantheons equally. They may however choose one specific Dragon God(dess) who they particularly feel represented by or connected with, and that will be their Patron God(dess). Conflict between Draconists generally speaking only exists on ideological lines with how to deal with Spirits/Mages/Afflicted, but this conflict should never be so deep as to fracture the believers. There is general permission for the faithful to disregard/refuse assistance/ridicule/denigrate if something happens that violates their Pantheon's Ideology, but they should never attack, exclude, or sabotage other Draconism worshipers outright.
===Regulus, the Blue King Dragon===
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Regulus is a complicated Dragon for a variety of reasons. As a recently awoken Dragonsoul from a mortal host, Regulus has lived both the life of a mortal Ailor, and now an immortal Dragon. Equally, this Dragon is meant to be the conclave leader and mediator who keeps peace between Dragons who are likely to feud both over their territory, and ideologies. This contrast between a mortal life and an immortal one has brought both great progress through revolutionizing the way Dragons have thought about the way the world works, but also great chaos. The old Regulus harkens to tales of regalness, composure, and sagely words. The modern iteration is often seen as a capricious clown who somehow stumbles into making the right decision by accident while obfuscating everyone with nonsense words, or unpredictable outbursts of bad temper. Despite all of this, Regulus is credited with having returned nearly all the Dragons to material reality with his Draconic allies, including the help of Regalia's Dragon Cult. While he makes many missteps on the way to progress, he is still seen as the one true leader of the Draconic conclave, especially because he was once a mortal, which brings in a unique perspective that the other often detached or haughty Dragons are unable to empathize with. In he many tangible interactions Regulus has had with mortals in Regalia and beyond, he perhaps imparts one of the most important lessons of all, in that the faithful shouldn't take themselves, their task, or any obstacles they face too seriously, and that people can legitimately die from lack of laughter and joy or loneliness.
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Regulus imparts the most important virtue among all the Draconists, which has remained unchanged between his reincarnations, which is the preservation of life. To all Draconists, preserving life and fighting for the preservation of life in small or big ways is always a virtue. This can include being a nurse or doctor, fighting to protect the innocent and weakened who could otherwise not stand up to defend themselves, or ridding the world of particularly corrupted and evil persons and beings who cause death beyond what natural causes have been ordained by Umbra.
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The greatest vice that Regulus preaches against, is idleness and inactive centrism. Due to Regulus rather fence-hopping attitude towards problems in the past, the concept of enlightened centrism had become a virtue among the Draconists. Ambition and drive to make the world a better place is anemic to centrism however, because institutionalized systems of abuse and loss become impossible to fight if those that should fight try to play the middle-ground. Regulus stands for true moderation and mediation, not passivity in the face of turmoil or trouble. 
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Regulus as a past incarnation and present, has a strong association with the Anglian-Ailor people in the Regalian Archipelago. His domain has historically been the whole Archipelago, and as a Dragon, Regulus controls the weather around the world, bringing forth rain and thunder, and heralding the change of the seasons and temperatures. It is by his personal involvement that Anglia when it was settled by the Aml Tribes developed a pleasant and mild climate with fertile soil which was perfect for farming. As such, many also see him as a patron of those that produce food and work with plants.
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===Cinerius, the Red Passion Dragon===
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Cinerius was once known as Caius, the first Dragon to peer into the Void when it first opened, and whose curiosity caused him to become infected with a lethal Void sickness that slowly consumed him. After suffering painfully for 13,000 years Caius succumbed, but from his corpse was born Cinerius the first true Dragon rebirth. Cinerius is in many ways a true return to the roots of Caius, a god of fire and passion from where all drive and ambition and urges come. Cinerius lights the flames of want and need, and makes mortals feel all the right things that make living so rewarding, and why even Demons can be seduced to care about the world they were made to destroy. There is perhaps an irony there, that when Caius's soul was split in two, and Triton first entered the Void, it brought with him the hunger for life that was created by Caius, thus infecting the Demons that then spilled forth into Aloria, who in turn made Caius's sickness worse until Cinerius was born. This has made Cinerius so much more concentrated in his essence, the reason he is depicted as an entity that mortals cannot bear to look at, because even the sight of him would reveal passions and deep desires in their soul that they weren't even aware of, or are too ashamed or fearful to give into. Cinerius also has the other aspects of Caius, in that he is a Dragon of love and family, of feelings and emotions and all the things that give color to life. It was Caius who first willed free will and feelings onto lifeless beings of creation, and Cinerius who now perfects this ancient decision with a deeper connection to revelations about the inner soul.
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Cinerius's virtues are to love and feel unconditionally and without restraint. Cinerius places above all the need to be in touch with one's inner wants and needs, and the brazen bravery to reveal them to others, and to act on them, so long as they do not outwardly harm others (and sometimes, even when they do). Cinerius teaches bravery not to bottle up one's feelings, not to withhold one's true thoughts, and to express feelings that are had before the limited time that all mortals (and even immortals, apparently) have, is taken away. His virtue is to celebrate one's loved ones and family.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
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Cinerius's greatest desire and where his fires rage loudest, are at the idea of being snuffed out of history without having achieved anything. For Cinerius, there is no greater failure for the individual soul, than to have no ambition, no drive, but above all to have meant nothing to the lives of others, or to the endless rotation of Aloria as it hurtles through the great nothingness of Orion. Rather than a contradiction to Orion's detached enlightenment, this vice and Orion's virtue are complimentary, to achieve enough in life, and reach detachment towards the end for having done enough to make a difference.
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Cinerius has inherited Caius's associations with the Eronidas, and Guldar, as well as the Maquixtl. Caius's historical domain was Guldar and Junction West, marking him as one of the most important Dragons. Cinerius has continued this association but seems more somewhere in the middle of Eronidas and Maquixtl from his silhouette, rather than Eronidas-dominated in the past. In the Immortal War, Caius was the general of the Draconic forces, and largely responsible for picking the battles between the Dragons and Draconic forces, as part of continuing, Cinerius relinquished this role to Triton.
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===Daiana, the Gray Dreaming Dragon===
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Daiana is a Dragon in a categorical sense, but she is actually the planet of Aloria itself, though whether she is all of it or only the core of the planet, is unclear. Her exact nature within Draconism is quite unclear, but she has been attributed to the Soul Rivers which are a form of invisible arteries of the world that seed life, and the cycle of birth. While Aurora makes the bodies of creation and Orion lifts them into the afterlife after Umbra has killed them, Daiana creates the seedlings from dead soul matter to seed new life in newborns and thus create new souls. Another aspect of her is that she creates all the Gods of other Religions, at least the Aloria-native ones, though not directly. It is said that Daiana dreams the wills, ambitions, hopes, and fears of the people of societies without divine guidance because they live on her and their feelings affect her as the planet itself. In turn, she dreams of these things, and in doing so manifests the Gods. It is thus not exactly correct to say that she creates the Gods exactly, but that mortals feed her with information, using her dreaming as a conduit to wish into existence their own Gods for divine guidance. It is important in this regard never to appraise Daiana as some mother-Goddess of all Gods because they owe no loyalty to her but to their own followers. Daiana as a Dragon has never been met in person, because as the planet (or its core), she is incapable of manifesting in a humanoid form, though she does produce Godborn through her Dreams who do call her mother. They, and some other Archon, may occasionally perceive visions in which they do see her.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
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A virtue for Daiana is environmental conscientiousness. Her virtue is not exactly complete environmental protectionism, to some degree Draconists do acknowledge that the planet has the means to heal itself and restore the functions of any ecosystem. Aurora, Daiana, and Gaia can reasonably restore lost plant and animal life and even recover certain geological features, so an occasional factory or strip-mine won't destroy the world. Magic however, is something these three Dragons have difficulty counteracting, so a virtue is to remove lingering corrosive magic from environments.
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A vice for Daiana is disregard for the value of a life. This may sound similar to Regulus's desire to see murderers and killers punished for ending lives, but it's more about the treatment of the living, than the dead. Forms of disregard for the value of life include slavery, domestic abuse, or just the complete disregard of a person's value in society or group, no matter how outcast they are. To Daiana, each life and each soul has a story to tell, and being forced in bondage or horrible conditions is a mistreatment of the value of a soul's story, and that can include Spirits within The Succession.
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Daiana has no true domain over which she supposedly rules, though caves have often been associated with her presence. Daiana is considered an elemental ancestor Goddess to the Eronidas, so they have completely embraced her as "Mother Ersetum", which could roughly be translated to Mother Earth in Common. Much of Eronidas ancestral spirit worship and shamanism is inspired by her, and so Daiana often appears as an Eronidas in Dreams, while many of her Dreamborn God-children are Eronidas or Half-Eronidas. She is also often called Spirit Mother for her role to their place in Draconism.
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===Triton, the Black Chain Dragon===
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Triton is a complicated Dragon for Draconists because he is both a Draconism God and an Evolism God at the same time. This occurred because Caius entered the Void when it first opened, naive about a new thing that had appeared in the world and needing to investigate, only to have his soul split in two from the traumatic experience. Triton was then trapped in the Void as his mirror reflection, while Caius languished in Aloria. With Triton present in the Void but still part of his soul, Caius became sick with a Void infection that eventually killed him. When it killed Caius, it was expected that Triton would be re-absorbed into Caius's reincarnation, become the new Caius, or just cease to exist, but none of these things happened. When Cinerius was reborn, Triton remained independent in his own Godhood, and Cinerius was no longer Void-infected, thus meaning their bond was severed. With this, Triton had to be reviewed as a member of the Pantheon, instead of a tolerated extension of Caius. Eventually, the Dragons agreed to permit him to assume the role that Caius once had as War God, Cinerius had more strongly veered into the role of an emotion and passion God. Triton came to exemplify the inevitability of Empires rising and falling, and the eventuality of wars raging between peoples. He became a paragon of warriors and those prepared for conflict. Of duelists and tournament champions, and generals, while also more widely preaching the need for Draconists to assume high positions of power in other societies, even if they were minorities, to assume responsibility of power. 
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A virtue to Triton, is competency and skill. In a more subdued summary of the entirety of Estelley as a Religion, Triton stands for the acquisition of skill, and to always seek to improve and become the best at something, while also using that skill to teach others within the faith to be better. Triton commands that the faithful become perfect warriors, scribes, politicians, farmers, craftsmen, painters, cooks, and so much more. Another virtue for Triton, is just the pure acquisition of power, whether to subject others to one's opinions and ambitions, or to become the ruler or leader of a group or larger entities.
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A Vice for Triton is vaguely speaking the concept of incompetence, but more so the inaction of others in the presence or witness to it. Essentially, for Triton, there is no worse crime, than to suffer the incompetence or ignorance of others, and take no actions to correct them, sometimes with violence or anything else short of killing. Triton decrees that any servant or soldier belonging to an ignoble and idiot king, is just as complicit in the fall from grace of the Kingdom, as the King themselves. Triton also considers keeping important information a secret from fellow Draconists a sin.
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Triton neither has a historical domain or a cultural association. However, he has become very popular among non-Isldar/Maquixtl Elves who worship Draconism like Fin'ullen and Kathar, and particularly Kathar, because he also resembles one. His nature as both an Evolism and Draconism God causes a modicum of friction, though all Draconists would do well to remember that Divine Dogma often has gaps, in which interpretations differ. While Evolist and Draconism Triton are the same entity, each religion's interpretation, and dogma are valid and not contradictory.
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===Nox, the Teal Unseen Dragon===
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Nox, once the imprisoned Dragon, is best described as the Dragon of intellect and knowledge, and the application of that knowledge with calculation and wisdom. Nox spent thousands of years imprisoned for the crime of violating the laws of creation imposed by the Dragon Conclave, his sin being the creation of Slizzar. In hindsight, however, it was deemed in the conclave that Nox had willed this, as his immaterial existence was actually more powerful and far-reaching than a limited physical manifestation. Begrudgingly, after the death of Caius, the Dragon Conclave rescinded his punishment and released him from the mirror-realm imprisonment, which he in turn begrudgingly accepted. His motivation for doing so was largely because, even if the Slizzar had been tools designed by his hands so many years ago, he had grown quite fond of them, and considered them his children. Close and physical proximity was in the end worth more to him than the benefits of his orchestrated imprisonment, though some would continue to claim even this story was just a ruse to make the other Dragons comfortable ignoring whatever else he was up to. Nox is forever held with some expectation of duplicity, because he has perfected the art of deceit and obfuscation, and also acts as an example to the faithful to hone these skills. Nox has now resumed his position of Dragon God of knowledge and has begun the construction of a true Draconic archive that would put the Conduit and Codex sites now lost in Regalia to shame as paultry libraries. Which of course, only the Slizzar and allies have access to.
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A virtue to Nox, is to retain the secrecy and mysticism of Draconic knowledge and purposes, away from other non-believers. Even if it is a sin to vice to Orion for Draconists to consider themselves as better than others, a lot of societies around the world only function because they lack critical information that Draconists do have access to. It is virtuous to release information that others need if the need is great, but it is also virtuous to protect and ration the usage of Draconic information and sites to prevent such things from being misunderstood. In essence, protect the Dragon Sites from misuse.
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The greatest vice for Nox is to be caught unprepared, unaware, or to posit one's self with stubbornness and narrow-mindedness to new information. With a God so focused on knowledge and wisdom, it is inconceivable to Nox that anyone would decline an opportunity to learn more, or not be gifted with an endless curiosity to experience more or see different sides of the same coin, or learn more facts about the world just for the sake of it. This in part also reflects on people, where Nox considers it a sin not to seek a deeper understanding of the people one chooses to surround one's self with.
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Nox has traditionally been seen as the domain lord of Hadar and the surrounding isles, with him controlling the land, while Felicula controlled the seas. His strong favor for the Slizzar is apparent. Not only did he create them, he also ordained everything about their society, and what guides them, building them a city, and arming that city with complex Dragon Magic to keep it running and safe forever. Slizzar society is the only society in the world that is completely and utterly devoted to Draconism at every level, and as such presents a unique opportunity to immerse in Draconic Culture. 
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===Marik, the Brown Etherforge Dragon===
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Marik is a storied individual with a complicated split identity as both a Unionist and Draconism God at the same time. Unlike the other Dragons who were ordained back into existence by Regulus, Marik was reborn long before Regulus discovered his Dragonsoul, by the Everwatcher. Rather than declare him not of Draconism, it meant that he now was given an additional purpose side Unionism, to mend the division between Songaskians and Qadir that continues to haunt their society. For Draconism, Marik is the leader of the Dragons that brought about the Great Storm, and Songaskians were in part made from the sacrifice of their bodies and souls on their end. While Marik was originally a God of the Leylines and Ley Sites, machinery and ancient devices that fuel the various functions that Dragons hand over to Soulcores that serve them, his focus has since shifted to the lack of real acknowledgment of kindness. Historically, Draconism has been a religion of mechanics and protocols, with very little room for actual generosity and charity between people, and Marik saw that much of what caused problems for the faithful, were exactly their inability to express social behavior to others, or have it directly encouraged by the Gods. Marik still very much is a technology god for the faithful, but he also strongly preaches the need for kindness and consideration, for warmth and hospitality, and for forgiveness, and empathy and compassion for losses, to ensure that the Draconic people are not widely considered sociopathic, but more importantly to heal the Qadir-Songaskian conflict.
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Virtues for Marik are all things related to kindness: saying kind words, being helpful, being reassuring, showing compassion and sympathy, having true empathy and understanding, being charitable and gracious, and even in some cases being self-defacing or self-sacrificing if it is for the greater good. Other Dragons are often focused on leaving the whole world a better place as a whole, while Marik is more personally invested in making the lives of individuals better, both involving the Draconism faithful themselves, and those outside of the faith as non believers to be included in their holidays.
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A Vice to Marik is the destruction of the work of others. Work is quite loosely defined here, but usually means things physically created by others like buildings, art, pottery, writings, machinery, and so forth. Creation in the material sense is considered an extension of the soul, and even if created by hands of evil, so long as the thing itself isn't doing evil things, it is blameless of the moral conditions it was created in, and thus can still be beautiful. An exception is obviously made for things that encourage evil, like writings which detail death-magic spells.
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Marik has strong cultural associations with the Songaskians, are they are quite literally made out of his soul and body during the Great Storm. Traditionally Marik's domain was considered Ard al Nur which contains strong tie-in points to all the other Leysystem networks across the world supporting the various Dragons in their junctions. Due to Marik's work of maintaining the Leylines, however, his presence was historically more global. Currently, he physically resides in the capital of the Qadir Ailor in Al-Alus, still attempting to mend the hatred between the Qadir and Songaskians.
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===Umbra, the White Twilight Dragon===
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| style="font-weight:bold; width:75px; vertical-align:top;" | Description
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Umbra as a Dragon is difficult to explain to non-believers because in all optics he seems to be a vile God if one doesn't support the necessity of the cycle of life and death. Umbra is a Death God for Draconism, who specifically created the concept of death and finality. He created the concept of entropy in all organic life, he created diseases and the concept of decay, creating all manner of microscopic life that feeds on the death of others. Umbra defines the necessity of the finality of life, because he remembers the inertness of life as it was with perpetual immortality. Even free will alone was not capable of encouraging life to flourish, to expand, to experience the full breadth of possibility, and eventually became a form of entropy of the created world in itself, where all ordained functions of creation would eventually grind to a halt and no new life would be created. With the cycle of life and death, each mortal thing is given a relatively short window by which to burst into existence, to express all the things that Dragons hold dear to life, and then to fade from existence in an ugly way, yet with grace. This is why many outsiders call Umbra a cruel Dragon of Death, but internally he is seen as the guarantor of life who has not only created the concept of death but also guaranteed that expressions of life are perpetual. The joy of a newborn, a child's first lessons, first love, a couple's first commitment, the sharing of life's burdens in union, and the eventual pain of loss. Without Umbra's framing, the world would be unfeeling and unmoving, whole ideologies would cease to be.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
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Virtue to Umbra is to let pass any form of life into an elegant or graceful natural end. This means at a base line, he wishes for the faithful to combat Undead and Geists, or anything that bears loyalty to the Beyond and the Malefica, Consigner, or Machinist because they corrupt the concept of death into a vile impersonation for power. Secondly, it is virtue for the faithful not to let the sick and dying suffer towards their end, but to give them the mercy of the final peace and to embrace the final end with dignity and poise, such as the Life Song for the Isldar.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
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A vice for Umbra is to seek an unnaturally long life or to attempt to usurp the functions and powers of the Dragons for personal reasons. Umbra always threads a fine line with Archon by ordaining them with powers and the authority to decide over life and death for others, but turning on them should they stray from their purpose and start to covet that which is held by the Gods and the Gods alone. Umbra charges the faithful and the Archon especially to remain vigilant and root out those among them that would see the Dragon's means not as a gift in a larger purpose, but as personal vainglory.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Association
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Umbra's cultural associations are difficult to track because his historical domain has been the far south of what is present day Sendrass. This continent however has been off-limits for thousands of years, due to the prevalence of Void Worship among the local Allar populations, and their extreme violence to outsiders. As a result, no real archeology has been performed, and no other sentient people have been sourced to understand how they might have interfaced with Umbra when he roamed these jungles. Little else is known of specific cultures or people who held him in high esteem.
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===Felicula, the Yellow Harmony Dragon===
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Felicula is a delightfully uncomplicated Goddess and Dragon who has exclusively positive traits to ordain and encourage. Simplest put, she is a culture and art Dragon who encourages and fosters a sense of creativity and desire to create among mortals. Beyond this, however, she and Marik are considered the kind-hearted kindred among the Dragons, who hold only affectionate attitudes and interactions with mortals. Her worship is found simply in the act of celebrating other people or general festivities and holidays. Out of all Dragons, she was perhaps the most engaged in offering solace and peace to mortals, especially in Hadar. Her role has historically held great significance to Allar who fled persecution in Sendras, where she welcomed them with open arms and taught them to smile in a new land of opportunity. Thus became all the greater the pain of loss when she too perished at the end of the Immortal War. Felicula's wish for everyone to be happy can be felt in all who see her as their patron including but not limited to entertainers, dancers, musicians, bartenders, party hosts, painters, sculptors, dancers and so much more. She endears the act of gift-giving, or caring for others in their time of need, and to seek a general well-intentioned attitude to the world that may be rife with mistakes, but always learning to be a better person. An often understated aspect about Felicula is that she is actually one of the most powerful Dragons, who generates and manages a vast portion of Draconic Magic. All Draconic Mages somehow trace their Magic back to her, as it was she who ordained the first spells and incantations.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
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Virtue to Felicula is to express one's own creativity in creation of art, whether that be something physical or the spoken words, weaving together beautiful words or kind offerings to another as a work of art. Failing the ability to do it one's self, virtue for Felicula is also to fully absorb and appreciate artful things where they can be found either in artificially made form, or in nature. To admire a painting, or the beauty of symmetrical design in nature, or to hold particular esteem to the beauty of random creation in nature itself. Her wish is for others to hold curiosity and wonder for the world.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
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Vice for Felicula is to show wroth and contempt or cynicism to those who are undeserving or to behold beauty with indifference or apathy. There is no greater crime to Felicula, than to witness a person who has become so blunted by cynicism, that their life no longer has color or capacity to appreciate the inherent beauty in life. Another obvious vice for Felicula is the usage of Sinistral Magic, though within the framing of her Succession oriented ideology, she does permit some of it in desperate circumstances while relying on the other Dragons to mend the damage.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Association
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Felicula is strongly associated with the Allar, and to some degree with the Maraya, due to her home region being the seas of Hadar. When the Allar fled north to Hadar following their persecution among their Sendrassian cousins, Felicula welcomed them with open arms, and was like a shining beacon of hope and joy in an otherwise dour situation in the lives of refugees. She however was largely a cultural symbol, rather than resulting ina  wide-spread Draconic idealization like is present in for example Isldar or Sihai culture in particular.
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===Severena, the Green Stalwart Dragon===
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Severena is the Jade Dragon, the warden of the world and the first to ordain infection as foreign and unwanted. Severena's role in the Draconic Pantheon is to protect the world and the Draconic cause from danger, to foresee calamities and potential disruptions to the cycle of creation, and to eliminate them. To this effect, she is the mother of all Archon, even if individual Archon lineages are more stylized based on other Dragons, all their power is derived from her, as she was the one to create Archonism as a concept to include mortals in the Immortal War. With the passing of the immortal war, Severena's role became more passive, and her long-held secular leadership of the Sihai people passed into a more passive dream state when she and the other Green Dragons entered their slumber. In doing so, they froze the sea around the Sihai lands henceforth referred to as the Jade Sea, which also erected a massive wall that cut the Sihai lands off from the outside world, with periodic attacks from Demonic Akula that sought to destroy them. While Severena's work was more proactive in the past, after the end of the Immortal War, her guidance became more abstract, seeking to find more meaning to the lives of Archon. In essence, worn down from incalculable losses over the millennia, Severena had wished for a better fate for those who shared with the Dragons in the Immortal War, to see them flourish in ways beyond being throw-away soldiers in a never-ending conflict. When the Immortal War ended, it was she who set them free to ordain their own existence and future, while continuing to guide the sihai people.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
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A virtue to Severena is to take responsibility to protect and save the world from calamities, even if that involves protecting or helping societies and groups of people entirely alien to Draconism. While many of the other Dragons focus on the work of the faith within, Severena seeks a conscientiousness among the faithful that extends beyond their own immediate surroundings, and to be aware of the wants and needs in security of others. Ultimately the world is shared by all in it, and Severena tasks the faithful to seek out the dangers that encroach upon it, and to make headways into averting destruction.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
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Vices for Severena are the tactless opposite of her virtuous traits. She is a Drago of patience, insight, contemplation and decisiveness. Inverted aspects of these, being impatience and quickness to act without consideration, arbitrary judgment and reaction without having insight, or refusing to think more deeply about the state of things that are or things that are to come, are considered sins. Where-as Nox is a knowledge and wisdom God, Severena represents the means to ply those traits into practice through wit and insight. 
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| style="font-weight:bold; width:75px; vertical-align:top;" | Association
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Severena is strongly associated with the Sihai, as even though unlike Nox she did not make the Sihai, she and the other Green Dragons were held as the secular leaders of the Sihai people, who nonetheless still had their nobles, kings, and emperors. Nearly everything in Sihai culture is in one way or another related to Dragons, from art to weapons to philosophies to architecture. Though, rather than Sarakand which was actually built by Dragons, Sihai culture is more designed from the optic of worship of Dragons. As such, it should be no surprise that Severena's domain is the far East.
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===Aurora, the Purple Creation Dragon===
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Aurora is the mother of creation, all living creatures (except those with very niche creation origins) descend from her Craters of Creation. These Craters were the impact sites where Orion called down a meteor, wiping out all living organisms, only for Aurora to re-populate it with ever-changing creations while she experimented with the fine-tuning of ecosystems and biodiversity. For every butterfly, or otter, or crocodile mortals know, there were a thousand failed experiments in the Craters of Creation, all who lived out their lives but ultimately failed to meet her piercing and judging eye. To many Draconists, Aurora is a stern and mal-content mother who scolds and judges her creations from afar, but whose work is still so crucial to the continued existence of the world, as she perpetually repairs damaged food supply chains and animal hierarchies. Aurora was together with Gaia the original Dragon to be worshiped by the Allorn Dregodar Cult, and fled Daen where her Craters of Creation used to be, to Ellador in the hopes of escaping the prying encroachment of the Allorn Princes on her work. There, she met an untimely demise after the Dregodar-Dwarven Wars, which were incited by Allorn deceit. In her death, her body was inhabited by Frisit, an Ordial abomination under control of the Ordial Glacial. For hundreds of years, they pretended to be Aurora who slept in the immaterial until she was awoken and revived by Regulus and Renita, the Blue Dragons. Following her revival, she found the world in a sordid state, with many ecosystems having collapsed and whole regions deprived of wildlife. While her people descended into civil war over her legacy, she studiously did what she did best, to ignore the problems of the world and concern herself only with the creation particles of her hyperfixation.
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Despite her frigid and apathetic nature to the existence of mortals, Aurora does embody a variety of virtues that may be hard to understand from her work. In the Craters of Creation, there is total equity and freedom for all beings of creation. As such, her virtues have become associated with justice and equality of opportunity. She demands that the faithful live in the same virtue that she holds her work, to judge fairly and equally between all, and to hold no favoritism or sentimental benefit to any one party, and to not withhold the freedom of choice to those who have earned it.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
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Aurora's vices are equally perhaps surprisingly to behold, but become more sensible when examining her work. She considers cruelty, sadism, or other forms of glee from the suffering of others to be a vice. She loathes wroth and acts of callousness, and the entire concept of hatred is anathema to her. Those who bear hate in their heart cannot see to their work with impartiality, and those who respond to indignity with callousness commit the same errors that were inflicted on them with injustice. Aurora demands a fair and even-handed approach from the faithful to all that they endure.
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| style="font-weight:bold; width:75px; vertical-align:top;" | Association
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Aurora has a strong association with the Isldar, though this cultural association has considerably weakened since her revival, as many of them were under the impression they followed her, when they actually followed the Ordial Glacial. Aurora in turn does not truly recognize the Dregodar of old anymore, her death changed them, but this was a change she did not preside, so while much of Life-Isldar society is still centered around the concept of her worship, in practicality they have veered more towards Regulus patronage, due to Aurora's apathetic demeanor.
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===Gaia, the Indigo Nature Dragon===
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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.
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Virtue to Gaia (This God is both called Gaia and Iorwerth) is preserving balance of nature, in the give and take between the forces within an ecosystem, and preventing cascade collapse due to dying flora. From the smallest of maggots, to the largest of mammals, nature exists as the bedrock of life on Aloria. Iorwerth specifically adds to this, by making the act of redemption both in receiving and offering others the chance, a true virtue and to never give up in the face of even the most malicious of death-bound forces to return to a righted world and make amends.
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Vices to Gaia, are the stupidity and naivety to outsmart forces greater in power than the self. In this, Iorwerth and Cadell's centuries-long imprisonment in the Beyond acts as a deterrent and a warning that evil forces are not interested in playing fair or honest, and that respecting duels or challenges of powerful entities is foolish. Iorwerth and Cadell express above all that it is a Vice to not seek help, to not ask for saving, and to foolhardy insist that the individual can overcome all trials and struggles alone. Gaia looks down on lone wolves who risk others with their own recklessness.
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Prior to merging with Iorwerth, Gaia was primarily seen and worshiped among the Dregodar Cults in the Allorn Empire, where he and Aurora were most visible to the Allorn Elves. Through some process that is not well understood today, Gaia and all other Nature Dragons were killed by the Allorn , causing the flight of Aurora and Dregodar. Now, Gaia is more associated with Kintyr and the Breizh people, due to Iorwerth and Callus's Breizh nature. Effigies to Gaia or Iorwerth are often placed in buildings built by Draconists, sometimes even secretly. Gaia's historical domain is south Daen.
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===Orion, the Ivory Cosmos Dragon===
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Where Severena is both the spiritual and secular leader of the Sihai people, Orion functions like the exemplar spiritual ambition of the Sihai people. While Severena teaches the people detachment from material possession, attachment, and trauma, the worshipers acknowledge that Severena's functions in the world are rooted in attachment, and that she can never reach enlightened existence. Orion is however that enlightened existence made manifest. They are the only Dragon that exists outside of what Draconists call the Terrasphere, a boundary between the breathable air of Aloria, and the immaterial beyond in the cosmos. Orion is the Dragon of the stars and the Celestial Bodies (Planets, Moons, and Sun). They exist in a state of perpetual detachment from the events of Aloria itself, because they are not bound to it by any intention or purpose other than their loyalty and membership of the Draconic conclave. Historically this has meant that Orion was not traditionally present in the Draconist Pantheon, they were more a cultural symbol for the Sihai, but since The Advancement, Orion has taken a more direct role in the lives and virtues of mortals on Aloria. It was Orion whose sober detachment from the world, allowed for them to take on the task of creating and shepherding the afterlife of Draconism among the stars. They are the ferry-person who delicately fetches the wandering souls from the Soul River after they have passed on, and weaves stars and constellations as their souls are carried into the enlightened immaterial. In short summary, Orion has become the guardian of the Draconic afterlife.
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Orion is the patron of Draconism priests and mortuary people, those who perform rites for the dying and the dead, and those offering religious services. To many, their greatest quality is their detachment from material obsession, from desire to own and consume, or from holding on to painful memories and wishes of vengeance. Virtues to Orion, are charity in possessions, temperance in want, and forgiving of the wrongs that have been done to either the person themselves or society at large. A less common virtue, is the acceptance and inclusion of atheists to hold a protected place among Draconists.
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Orion's greatest vice is directly related to Draconism as a religion itself. While other religions loosely acknowledge Dragons as the tenders of the material world's operating functions, their divinity is only acknowledged among Draconists. However, the fact that their Gods are ever-so-slightly more important than other Gods to the functioning of the world, breeds some kind of smugness or self-righteous superiority among the Draconism faithful. It is exactly this self-centered sense of superiority that is the greatest Vice that Orion speaks out against as the downfall of enlightenment.
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Orion's role is most prominent among the Sihai people in the east, but their presence can roughly be traced through nearly all Dragon-worshiping communities, including the early Aml Tribes in the Regalian Archipelago, the Dregodar Cults in the Allorn Empire, the Slizzar of Sarakand, and more. Due to the prevalence of cosmic symbolism and the stars in so many early cultures, Orion's name has been present and consistent among nearly all languages, being the one word that is universal everywhere. Orion has largely been absent from the world until recent, however.
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==Priesthood==
Priesthood for Draconism is more complicated than one might assume at first glance from a Religion that was effectively dead for 300-odd years while most Dragons were either in slumber, or in a near-death state. At the end of the Immortal War, the Dragons decreed that the Mantle of Creation (the theoretical stewardship over the world's functions) was to pass to mortals, and that they too would become mortal (explanation on why they did this is further below). As this occurred around Cataclysm, Draconism as a Religion was effectively dead for 300 years except for among the Sihai where the Dragons could still be visited, or the Isldar who were deceived. Still, when the Dragons returned centuries later, they found that much of the priesthood had survived their absence, and that in some places, the faith had even grown. The Religion had always been considered more of a curiosity by the Dragons, who never asked to be worshiped, or set out to have a Religion specifically ordained by them. They fully expected everyone to give up on the Religion when they left, but the fact they had not, caused a change to occur.  


==Combat Roleplay==
The structures that were still very much in place, were the hierarchy set out before the Immortal War that had more or less survived. At the head of all the priesthood were the Matrons (a non-gendered term) that applied to the single most favored of each Dragon God. Each God had their own Matron, a mortal who would have their favor, and know most personally their wishes and ambitions for the world, and could translate them to the other faithful. This position was often elective, but some Matrons passed their lineage from generation to generation, which became especially common after the Denial of Immortality. The only Matron succession that had not survived, was Regulus's Matron, who was eventually chosen from the Isldar to be Gwenyth Zylmoira, leading the faithful into a new era.  
Combat Roleplay on MassiveCraft is done in two ways: System Combat, and Loose Combat. System Combat is to rules-bound interactions that make Combat Roleplay organized and reduces the risk of Power-Gaming. Everyone wants to win in Combat Roleplay, so System Combat helps assuage OOC frustration by giving everyone a fair chance. Loose Combat without Systemized Abilities and rules can be used to make Characters look cool, especially when both sides do not care about who wins, and is recommended for non-competitive settings. Loose Combat is sometimes also preferred during some Events or Private Roleplay, when the focus is more on the experience rather than the outcome. During System Combat, characters have Turns where they can use [[Proficiency]] based Ability or Attack Emote that do Damage, and everyone has a Health Pool that causes them to lose if they hit 0. Abilities are divided into Powers (always Magical) and Techniques (never Magical). MassiveCraft has a Plugin that allows Abilities to be Linked in Chat, by using (a:Ability Name) in your emote (with parenthesis). For more on System Combat, refer to the [[Proficiency#Optional_Combat_Roleplay_Rules|Proficiency]] Page.
==Combat Terms==
Combat Terms are Terms that are frequently used in Combat Roleplay (CRP). You will refer back to these terms often so they should be memorized. They are also crucial to know in understanding Ability Descriptions.
* '''Target:''' A Target is always another Character/Person in a Roleplay Scene. If you can see at least half the Minecraft Character in-Game, you are able to Target the person in question.
* '''Cover:''' Cover means your Character is protected from being Targeted, without necessarily being behind physical obstacles. Cover can only ever come from certain Abilities / is Temporary.
* '''Move:''' A Move is when you Walk/Run in a particular direction during a Turn. This never consumes the whole Turn, you can Move a max of 10 Blocks (Diagonal also), but, it cannot be used in the same Turn as a Movement Power.
* '''Move Reaction:''' You cannot move through a Person. While using Move to go around a person, if you go within 2 Blocks of a Person, they get an Attack Emote (never an Ability) on you out of Turn. This Attack Emote is known as an "Opportunity Attack."
* '''Attack Emote:''' Attack Emote means using a Turn to perform a Weapon/Magic Attack on a Target. When using an Attack Emote, you cannot also use Abilities in the same Turn unless specified.
* '''Attack Stat:''' Attack Stat is a Number based on Proficiency used for Attack Emotes on Targets. This is determined by the Abilities and Combat Style the Player is using.
* '''Defense Stat:''' Defense Stat is a Number based on Proficiency used for Defending against Attacks. This is determined by the Abilities and Combat Style the Player is using.
* '''Block Token:''' A Block Token is a Resource that, if you take 2HP or more Damage from Abilities or Attacks, automatically triggers to reduce the Damage by 2HP, and then destroy the Block Token.
* '''Block Rules:''' Block Tokens can Stack, never more than 3 per Person, don't prevent Effects (like Displaced/Status Effects), and must be tracked in Nicknames (/nick use Harry 10 HP 3 BT)
* '''Armored:''' Whether by wearing an Armor Minecraft Skin, or using a Summon Armor Ability, this automatically grants 1 Block Token, which is automatically refreshed when Combat Ends.
* '''Stagger:''' If you are Staggered, the Ability or Attack Emote you tried to do is interrupted, and has no effect or Damage. This never puts Abilities on Cooldown when used to interrupt.  
* '''Dispel:''' Dispel can only be used on Powers. If you are Dispelled, it means your Power (Ability) was interrupted, and no effects or Damage applies. Dispel puts Abilities on Half Cooldown.
* '''Displaced:''' If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else, and cannot use Move during the Turn immediately after.
* '''Stance Ability:''' A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are indefinite and cannot be Dispelled/Staggered.
* '''Stance Rules:''' Only one Stance can be active at any time. Entering a Stance does not consume a whole Turn, but changing from one Stance into another does consume a whole Turn.
* '''Link Break:''' Link Break is an effect that breaks all links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
* '''Ability Stacking:''' If an Ability says it "Does Not Stack" this means that the Ability cannot be used multiple times on the same person at the same time, even by different people.
* '''Line of Sight:''' Line of Sight, or LOS, is relevant for Ranged Attacks. Characters cannot make a Ranged Attack on someone they cannot see, or someone who they can only see a small portion of.


==Combat Rules==
Below the Matrons, are the Dragon Priests. Dragon Priests represent the whole religion, but usually specialize in the teachings of a specific Dragon God as their patron, and emphasize their qualities and teachings above the others. Generally speaking though, Dragon Priests should be aware of all other Dragons just as much, and be able to hold their own in theological discussion on the merits and values of the other Dragons too, but also understand the overarching narrative of Draconism as a whole. It is possible to be a Dragon Priest and hold other occupations, as Dragon Priesthood is more of a personal choice than an ordained position. There is no official academy or place of teaching for Priests, the only real requirement is that each self-ordained priest takes a pilgrimage to the Matron of their Patron God, and seeks approval from them.  
Combat Rules are loose Rules that did not fit in any other section, but dictate some niche situations or circumstances that don't happen often, yet were necessary enough to be recorded on this page. This is still recommended reading.
* '''Combat Styles:''' When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, Changing Combat Styles (and weapons) does consume a whole Turn.
* '''Duplicate Abilities:''' Having/Point Buying Abilities with the same name, even from different Packs, does not grant a less Cooldown, or extra uses. It is inefficient Character Creation.
* '''Unwalkable Blocks:''' In any and all circumstances a Character cannot stand the following Blocks: Wool Blocks, Leaf Blocks, Barrier Blocks, Candles, Roots, Chains, Lanterns, Grindstones.
* '''Unwalkable Places:''' You can Roleplay anywhere (including roofs) your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.
* '''Falling Damage:''' You can only be knocked off a High Place through Abilities that mention Ledge Knocking. If falling more than 6 Blocks, take 2 HP Damage, unless Fall Immune.
* '''Identity Reveal:''' Having or not having Abilities, functioning or not functioning of Abilities, cannot reveal hidden traits like Afflictions or a person's Disguised Identity.
* '''Water Boundary:''' Abilities that Displace can never force you to fall into or out of Water. If a Knock Back would force you to the water's edge, stop at the nearest land Block.
* '''Prone Movement:''' When a Character has the Status Effect of Prone applied to them, they cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks.


==Status Effects==
Below the Dragon Priests are the Dragon Champions. Unlike Dragon Priests, Dragon Champions do not widely act as priests, they are more akin to lay-priests but hold an extreme emphasis on specific Dragon Gods. Anyone can be a Dragon Champion, it is in most cases self-declared, but 9 out of 10 Dragon Champions are warriors because they enforce the might and will of their Dragon usually by the sword. This may lead to some comical arrangements, with Felicula Dragon Champions forcing participants to have a party and be happy, with the threat of physical harm if they do not. Dragon Champions can administer religious services, but only specifically to their own patron God, while Dragon Priests can perform more general and wide-spread religious services.
These Combat Effects stick with a Character between Turns. Some have a time limit, or require additional action. Status Effects of the same type cannot Stack. Additional Rules may be written in the Abilities themselves.  
==Expanded Lore==
<table style="width: 100%;">
The Expanded Lore section contains additional contextual information about the Draconist faith. This section is not necessary to read to get a good understanding of the lore, just the background information.  
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
===Festivals and Worship===
<div class = "div-col">
The [[Draconism Expanded]] Page contains information on Draconism Holy days (one each month), as well as basic rituals performed by Draconism Priests for the faithful. This Page is useful to read for upcoming festivals, but is not necessary to fully explore unless an event is actually upcoming and pinned to the calendar. The bottom of the page contains information relevant to Draconism Priests.  
* [[File:Trappedimg.png|22px]] '''Trapped:''' When Trapped, you cannot move, but can still use Abilities and fight on spot.  
===The Advancement===
* [[File:Silencedimg.png|22px]] '''Silenced:''' When Silenced, you cannot use Powers. Counter & Passive Powers are unaffected.  
The Advancement as an event began with the death of Caius. Caius had been suffering from the Void Infection for 13,000 years, and his eventual demise was guaranteed and even foreseen. For all this time, it was Umbra who ordained that the only way to solve Caius's condition, was to remove all Magical things form the world, so that the connection between the Void and Aloria could be severed. Indeed, historical events implied that this was correct, because after each Void Invasion, Caius's condition would improve for some time as most Magic was seeped from the world, only for it to return as Mages became more prevalent. There is some healthy room for discussion to determine whether Umbra was right, whether he was wrong, or whether he obfuscated the truth on purpose. This theory would not imply that Umbra is specifically malicious or treasonous to the Draconic cause, but that he might have stretched the truth to keep the Draconic cause busy with the wrong type of cure, to guarantee Caius's death just to see what would happen if he did die, which would be consistent with his death-god obsession with the beauty of death.
* [[File:Weakenedimg.png|22px]] '''Weakened:''' When Weakened, you cannot use Active Techniques and Mount Techniques.
* [[File:Confusedimg.png|22px]] '''Confused:''' When Confused, you cannot Target the person who Confused you.  
* [[File:Blindimg.png|22px]] '''Blinded:''' When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
* [[File:Markedimg.png|22px]] '''Marked:''' When Marked, you will be automatically hit on next Attack, then the Effect ends.
* [[File:Bloodyimg.png|22px]] '''Bloody:''' When Bloody, you are unable to be Healed or regain Health from anything.  
* [[File:Threatenedimg.png|22px]] '''Warned:''' When Warned, you must choose between two negative outcomes, then the Effect ends.
* [[File:Brittleimg.png|22px]] '''Brittle:''' When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
* [[File:Guardedimg.png|22px]] '''Cursed:''' When Cursed, enemy Healers can target you, and Healing does Damage instead.
* [[File:Proneimg.png|22px]] '''Prone:''' When Prone, you cannot make Attack Emotes. Spend a turn to end the Effect.
* [[File:Levitateimg.png|22px]] '''Fleeting:''' When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends.  
</div>
</td></tr>
</table>


==Ability Types==
Whatever the motivations or circumstances, the event of Caius's death and Cinerius's rebirth from his corpse was cause enough to call for a full conclave. With the beginning of the conclave, it became pretty evident that Regulus was not satisfied with a partial conclave, and so he called down Orion, something that had not been done for thousands of years. Following this, the conclave was convinced to rescind the punishment of Nox. It had become pretty clear in the past few millennia that being punished was part of Nox's plan all along, and that being trapped in the mirror dimension as he was, that he was difficult to keep tabs on by the other Dragons. His habit to be secretive and have plots detached from the common Draconic cause was considered a liability, and perhaps in part, Nox was proved right by the endless cycles of free-will causing the same outcome one way or another. Indeed, the very reversal of the Denial of Immortality was reason enough to claim that the rhetoric used by Nox to create the Slizzar was at least in part right.  
Ability Types are different ways Abilities are called or described that may affect how they interact with other Abilities. This is recommended reading for additional Ability context.  
<table style="width: 100%;">
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
<div class = "div-col">
* '''Instant Technique:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Staggered.
* '''Passive Technique:''' An Ability that applies an effect for every following Turn, and cannot be Staggered unless specified.
* '''Counter Technique:''' an Ability that can only be used if certain conditions described are met. This cannot be Staggered.
* '''Stance Technique:''' An Ability to activate a Stance Ability (described above in Combat Terms). This cannot be Staggered.
* '''Link Technique:''' An Ability that connects two users and confers some benefit to either or both. This cannot be Staggered.
* '''Passive Power:''' An Ability that applies an effect for every following Turn, and cannot be Dispelled unless specified.
* '''Summon Power:''' An Ability that creates something from nothing, like Weapons or Armor. This cannot be Dispelled.
* '''Buff Power:''' An Ability that enhances a Target with benefits, like Proficiency/Healing/Block Tokens. Can be Dispelled.
* '''Instant Power:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Dispelled.
* '''Movement Power:''' An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Dispelled.
*  '''Dispel Power:''' An Ability that Dispels another Power and prevents its Effects and Damage. This cannot be Dispelled.
* '''Link Power:''' An Power that connects two users and confers some benefit to either or both. This cannot be Dispelled.


</div>
With all the Dragons re-convened, the conclusion was made that the impassioned guidance of the Dragons was in part to blame for the chaotic existence of their followers, and that their unclear and mysterious attitude to the sequence of history in the world, also had a part to play in the repeating cycles of destruction. As such, Regulus decreed that all Dragons should contribute to formulating a dogma, and that the Radicals that had come about because of his chaotic return to power, should all be dismissed. Despite these lofty and ambitious intentions, the conclave wasn't a complete success. The Dragons still could not decide on a common policy towards the Infection, even if they chose a more benign term calling it the Presence instead. While the intention had been to unify all Dragons under one policy, Regulus's mediated middle ground wasn't radical enough for either the pro, or anti-Magic side, and so the conclave was split three ways, which all things considered was an improvement over a 12-way split.
</td></tr>
===The Immortal War===
</table>
The Immortal War is a long period of war between the Dragons and notably the Arken, but more generally speaking all Void/Exist (and later Ordial) forces which were considered alien and hostile to the world of Aloria. It is called the Immortal War, because the war was effectively never-ending. Arken and Dragons were immortal, they could not kill each other, only harm and destroy the things each of them created, and so the war was essentially a perpetual griefing contest to see who could destroy as much as possible of the other side. The Immortal War lasted almost 8,000 years. Historically the number 7,000 years is used, which anchors it to the destruction of the Seraph civilization, but this is a miscalculation, because the Seraph did not immediately perish when the first Void Invasion began, but 1,000 years afterwards. The Immmortal War ended when the Denial of Immortality was decreed several centuries before Cataclysm, but slowly implemented. The Dragons had forseen the end of the last Void Invasion, and the Cataclysm, and had foreseen that a necessary action in this sequence of events, was their own demise. As a result, the Dragons wove a powerful Dragon Magic spell, that removed the concept of immortality from the laws of reality, thus making all immortal things in Aloria subject to the same entrophy as Umbra had ordained to mortals. Arken were previously immortal, because Dragons were immortal, but as Dragons were now mortal, so were Arken. Everyone started dying, and thus the Immortal War ended.


==Status Identity==
Despite the Immortal War ending however, the Denial of Immortality was not permanent, or so it appeared. There were Dragons who dissented from this final decision, most notably Severena and the Green Dragons, who opted to enter a death-like sleep instead, and Renita, one of Regulus's Dragon-kin who objected. Through subterfuge and Dragon-Magic, Renita survived the Denial of Immortality, and continued to work to convince the successive Dragonsoul reincarnations that their decision was a bad one. She failed for 300 years, with each successive reincarnation into a mortal body having less and less alignment with the Draconic cause, all the way up to the point that they seemed to have completely forgotten they were Dragons at all. When, around 307 AC, Renita finally made headway, and convinced the new host of Regulus that the Denial of Immortality should be undone. Caught between a mortal reality of the Regalian Empire that was facing calamity after calamity, and his immortal Dragon god-hood, Regulus was convinced to undo the Denial of Immortality. When all the Dragons were revived and came together at the Conclave that would eventually herald The Advancement, the spell that removed immortality from the fabric of reality was undone, and things could once again be immortal, thus completing the return of the Dragons.  
Status Identity is how a Character can be identified by specific in-Lore/OOC Terms. Status Identity does not confer moral correctness of any kind. Characters are always defined by their actions not what they are.
===Draconism Afterlife===
* '''Mundane:''' If you are Mundane, you have no Magic or Powers of any kind, not even God Magic. This is what Purists consider Purity.
The Draconism Afterlife is exceptionally new, and also is not. Since forever, the world's cycle of rebirth was fueled by the Soul Rivers, an invisible force of flowing soul essence that spanned the whole world. When a person would die, their soul would pass into the Soul Rivers where Gods would usually fetch their faithful and lift them up to their respective afterlives. In a way, the Soul Rivers could be considered the waiting room for the afterlife, but for Draconists, it effectively was the afterlife. To Draconists, their souls would move into the Soul River, and then eventually disintegrate into nothingness, with each memory, emotion, or thought, forming a seedling to create a new soul, whether in an animal, plant, or person. This for some people imparted an immense sense of nihilism in their work, which was also the reason why the Dragons ordained to actually make an Afterlife.  
* '''Purists:''' Purists are people who consider Magic or Powers evil, unless they are granted by their own specific God(s).
* '''Attuned:''' If you are Attuned, you have Magic or Powers like God Magic,  but never from another Dimension like the Void, Ordial, or Exist. (Archon, Affinities, Faith PB's, excl Prayer).
* '''Occult:''' If you are Occult, you have Magic or Powers, specifically from another Dimension like the Void and Exist. (Magic, Afflictions).
* '''Disguised:''' Disguised means that a Character cannot be recognized, even if they look similar. This is always only because of Abilities, and cannot be stacked on top of itself.
* '''Hidden:''' Hidden means that any Abilities or Mechanics a Character uses cannot be recognized, and are totally unnoticeable, or "hidden." Event NPCs, especially the Imperial Palace, Arken, and Gods, ignore this status.
* '''Important Note on Hidden Abilities''' Please remember, that while Abilities themselves may be hidden, using them to have other Characters take actions that are out of the ordinary for them, may still result in suspicion.


==Persuasion Rolls==
The Draconism Afterlife is very similar to Unionism, in that it grants the soul of the faithful the means to regard reality and see the world as Orion does, without any promises of paradise or endless pleasures in an afterlife realm. Orion's promise to the faithful is that instead of letting their souls perish in the Soul Rivers, he will lift their souls up to the heavens, and create a star to represent their essence in the night sky. Instead of just moving forward with Draconists dying after The Advancement, Orion has committed to reaching into the Soul Rivers and time displacement from Regulus's Time Magic, to attribute the billions of stars already in the night sky to the faithful who have passed on before.  
This is an optional system to simulate Persuasion Dialogue. Persuasion is mostly used on Event Characters, but can also be used on Players. OOC Consent is always required for a Persuasion Roll when used on Players.
 
* Every Person can use Persuasion Rolls, and by default, Persuasion rolls are 3 + Wisdom (or Faith) Proficiency up to a max of 10. This cannot be boosted with Abilities.
For Draconism, there is no requirement to be let into the afterlife. Even immoral and bad people who commit many sins are permitted into the afterlife so long as they believe genuinely and capably (for example, if they are Nature Bound Spirits) in the Dragons as Gods and were committed to the cause of Draconism at some point in their life. The only difference that marks virtuous versus sinful people, is that sinful people are faint and dim distant stars, while virtuous people who served the Dragons faithfully and achieved much of their work and intentions, become a bright focal point in the night sky. The faithful can sense their loved ones or passed-on friends in the night sky, and can even peer at specific stars to feel a sense of closeness to those who were lost to time or war.  
* When doing a Persuasion Roll, the defender also does /Dice 3 + Wisdom (or Faith) Proficiency, and if they roll higher, the Persuasion fails, otherwise it succeeds.
==Trivia==
* Some Characters like Vampires and Archon have Expanded Persuasion Rolls written on their pages, with an increased maximum and more/other ways to stack Dice odds.
* Draconism is technically the oldest religion, but due to constant changes in its dogma, it is now actually the youngest Religion, being exactly 1 month old at time of this article writing.
* The Maximum a Persuasion Dice can ever reach, is 14. Staff will assign a hidden Persuasion Stat to each Event Character, that will not be revealed even on Rolls.
* There are not just 12 Dragons, there are theoretically hundreds. Regulus for example has 6 other Blue Dragons supporting him, and they are named, but not mentioned on this page due to them being largely unnecessary information. Dragons should be considered a form of an advanced civilization that has acquired godhood, but that inevitably, there are very limited numbers of them. The Gods just happen to be the leaders of the "Clade".  
* NPC Characters do not perform a /Dice, instead to succeed in a Persuasion Roll, the player must simply roll equal or higher to their hidden Persuasion Stat.
*
* Even if OOC consent is given, Persuasion Rolls cannot convince Characters to self-harm, and persuasion only applies to singular ideas or actions, never open-ended.
{{Religion}}
* Generally speaking if Consent is given, a player should not in bad faith crawl back on their decision, and allow their Character to be persuaded, and stick with it.
{{Accreditation
* Characters that have been persuaded, either Player or Event, should not suddenly change their mind unless new information or actions are presented that changes things.
|Artists =
|Writers = MonMarty
|Processors = FireFan96
}}
[[category:Religion]]

Latest revision as of 21:34, 26 May 2024

Test1
Gdwsgdse.png
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 as a Religion has unclear origins, as it may actually be the oldest Religion in the world, but has never continually been the same. There is archeological evidence to suggest that every civilization that existed in a particular cycle had some kind of representation in Draconism, but that the dogma was radically different each era. Even the current form of Draconism has not remained consistent, as recent changes caused by the death of one of their kind, caused a complete revision of the Religion itself. Historically Draconism was the only Religion without an afterlife and without a clear dogma declared by the Gods. While for example Fornoss Gods specifically taught the faithful how to live their lives and religious law, Dragons never did this, leaving their worshipers to grasp at speculations what the dogma should be. Modern Draconism however, finds much more guidance from the Dragons, which is sometimes why The Advancement is considered a break from the past. Old Draconism is referred to as just that, while modern Draconism is sometimes called Advanced Draconism to differentiate it from the past.

Core Beliefs

At its simplest, Draconism is a religion that holds the Dragons as Gods, creators of the world, and all living things in it. Most religions acknowledge the existence of Dragons and their mechanical control over creation, but Draconism is the only Religion that focuses on the Draconic personas as divine paragons of virtue (and vice). Historically, Draconism was less of a Religion and more of a cult in which mortals projected certain values on the Dragons, that they loosely acknowledged but never fully invested in. Draconism was always a fairly light religion, as the Gods never reinforced religious Dogma, until The Advancement.

The Advancement

The Advancement is an event that occurred in 312 AC, when the Dragons committed to fulfill the functions of Gods for Draconism, rather than tacitly condoning its existence with occasional affirmation. The event that precipitated The Advancement was the death and rebirth of Caius, who after suffering 13,000 years from a consuming Void-sickness, finally died, and was reborn as Cinerius. With an impending religious schism in the already fracturing Draconic faith, the Dragon Regulus led a conclave of Dragons in which they agreed on new policies and dictates and created the Draconism afterlife while passing the will of the Gods down to all believers.

The Dragon Conclave

At a baseline, all Draconists should be inspired and live by the example of the virtues of their Gods. However, the Draconism Gods are divided over 3 distinct Pantheons of 4 Dragons each. Each Draconism worshiper chooses to belong to one of these Pantheons, and adopts their ideology on The Presence. The Presence is a new term used by the Dragons to refer to what they previously called The Infection, all things Magical and not of Aloria's reality. During The Advancement, the Dragons effectively abandoned full extermination of extraplanar Magic, but they still have different views on how to interact with things not of the world of Aloria. Individual virtues can be found on the God descriptions, the Pantheons are explained below. Note, there is a minor exception to all the below. Any Ordial-Aligned Person/Spirit that is somehow tied to the Malefica, Machinist, or Consigner, cannot be tolerated even by the Successors. Those Persons/Spirits must either be cleansed to be interacted with, or removed from Aloria and the living.

  • The Consolidation is the Pantheon of the Dragon Gods Regulus, Triton, Marik, and Gaia. The Consolidation represents the desire to create space for The Presence, but with compromises.
    • To resolve Spirits: The Consolidation supports Nature Binding of Spirits, but also insists on cleansing their Extraplanar Magic, or converting it to God Magic (Draconic Magic)
    • To resolve Mages: The Consolidation supports the inclusion of Mages, but insists that under no circumstance Sinistral Magic is used, and those who do are Anathema.
    • To resolve Afflicted: The Consolidation continues the fight against the Afflicted, believing them to have no place in the world of Aloria due to their nature.
  • The Annexation is the Pantheon of the Dragon Gods Severena, Aurora, Nox, and Orion. The Annexation represents the desire to create space for The Presence, but only on their terms.
    • To resolve Spirits: The Annexation supports Shard Binding of Spirits, which in turn shuts off all their Magic making them Mundane, an in essence Bound Automata.
    • To resolve Mages: The Consolidation tolerates Mages, but insists on declaring Sinistral users Anathema, and also insist Magic usage is kept to an absolute minimum with no frivolous entertainment uses.
    • To resolve Afflicted: The Annexation continues the fight against the Afflicted, believing them to have no place in the world of Aloria due to their nature.
  • The Succession is the Pantheon of the Dragon Gods Cinerius, Umbra, Felicula, and Daiana. The Succession represents the desire to include The Presence in the fold with as few rules as possible.
    • To resolve Spirits: The Succession supports Nature Binding of Spirits, and makes no further changes. Their only requirement is that Spirits accept real feelings and a consciousness.
    • To resolve Mages: The Succession supports the inclusion of Mages with no requirement other than that they use Sinistral Magic only in desperation or need, and rely on Dragons to fix the damage to the world.
    • To resolve Afflicted: The Succession supports fighting the Afflicted where they embody the sins of Draconism, but otherwise proposes compassion and forgiveness to cursed mortals.

Vices and Virtues

While the Gods and Goddesses section contains more information about the specific Vices and Virtues, it's quite a lot of dense information. For this reason, this sub-header will quickly discuss these aspects of the Gods. It is important to remember that creation is flawed due to the inherent flaws of free will, and that the Dragons do not expect a vice-free life from the faithful. Rather, vices are actions that are meant to be exposed by fellow-faithful so that everyone can work towards improving these flaws and removing from from someone. Awareness and the removing of vice in mortals, is a communal responsibility. How far virtues contribute to the afterlife, is discussed further below.

  • Regulus is the God-King, who promotes the virtue of preserving life but respecting natural causes. The vice he preaches against is idleness and inactive centrism that leads to non-reaction to trouble.
  • Cinerius is the Love-God, who promotes the virtues of loving and feeling unconditionally and with no restraint. The vice he preaches against is being ambitionless or having no lust for life and experience.
  • Daiana is the Planet-God, who promotes the virtues of respect for the lives of others, and environmentalism. The vices she preaches against are slavery, abuse of loved ones, and corruption of nature.
  • Triton is the War-God, who promotes the virtues of physical or mental strength and training, and acquisition of power. The vice he warns against is apathy and inaction to serve under incompetent leaders.
  • Nox is the Scholar-God, who promotes the virtues of learning and protecting Draconic sites or information from misuse. The vice he warns against is to be caught unaware, uninformed, or unprepared.
  • Marik is the Tech-God, who promotes the virtues of kindness, compassion, and charity to others in act and thought. The vice he warns against is the meaningless destruction of the work of others.
  • Umbra is the Death-God, who promotes the virtue of respecting the cycle of life and death and supporting it with grace. The vice he warns against is to covet the powers and prerogatives of Dragons and Gods.
  • Felicula is the Magic-God, who promotes the virtue of extolling happiness and good feelings in others, and creativity. The vice she warns against is contempt or cynicism to the mysteries and beauty of the world.
  • Severena is the Protector-God, who promotes the virtue of responsibility taking, and protecting the world from harm. The vices she warns against are impatience, indecision, and acting without thought.
  • Aurora is the Creation-God, who promotes the virtues of diligence, equality, and freedom with equal opportunity. The vices she loathes are cruelty, sadism, injustice and callousness, as well as the whole concept of hatred.
  • Gaia is the Nature-God who promotes the virtues of preserving balance, and to show bravery in the face of certain defeat. The vices he warns against are overconfidence, and refusing to accept or seek help.
  • Orion is the Star-God warden of the afterlife, who promotes the virtues of temperance and asceticism. The vice he warns against, is the inherent smugness that is common among Draconists towards non-believers.

Old Believers

Draconism has a variety of smaller regional Cults called Old Believers. The Old Believers hold onto the Draconism Radicals as they were before The Advancement. Choosing to play an Old Believer is not recommended, because it cuts a Character off from the other Draconism worshipers. Even though Old Believers are not strictly heretics, they might be excluded from social activities or Pantheon-related quests. Old Believer information is preserved specifically for Character who felt betrayed by The Advancement, or sensed a sinister intention in the actions of Umbra, and want to continue Caius's Burning Extermination.

Gods and Goddesses

Draconism has a total of 12 Gods, split equally over 3 Pantheons. Unlike Fornoss where it is possible to worship only one specific Pantheon, Draconists must worship all Gods of all Pantheons equally. They may however choose one specific Dragon God(dess) who they particularly feel represented by or connected with, and that will be their Patron God(dess). Conflict between Draconists generally speaking only exists on ideological lines with how to deal with Spirits/Mages/Afflicted, but this conflict should never be so deep as to fracture the believers. There is general permission for the faithful to disregard/refuse assistance/ridicule/denigrate if something happens that violates their Pantheon's Ideology, but they should never attack, exclude, or sabotage other Draconism worshipers outright.

Regulus, the Blue King Dragon

caption
Description

Regulus is a complicated Dragon for a variety of reasons. As a recently awoken Dragonsoul from a mortal host, Regulus has lived both the life of a mortal Ailor, and now an immortal Dragon. Equally, this Dragon is meant to be the conclave leader and mediator who keeps peace between Dragons who are likely to feud both over their territory, and ideologies. This contrast between a mortal life and an immortal one has brought both great progress through revolutionizing the way Dragons have thought about the way the world works, but also great chaos. The old Regulus harkens to tales of regalness, composure, and sagely words. The modern iteration is often seen as a capricious clown who somehow stumbles into making the right decision by accident while obfuscating everyone with nonsense words, or unpredictable outbursts of bad temper. Despite all of this, Regulus is credited with having returned nearly all the Dragons to material reality with his Draconic allies, including the help of Regalia's Dragon Cult. While he makes many missteps on the way to progress, he is still seen as the one true leader of the Draconic conclave, especially because he was once a mortal, which brings in a unique perspective that the other often detached or haughty Dragons are unable to empathize with. In he many tangible interactions Regulus has had with mortals in Regalia and beyond, he perhaps imparts one of the most important lessons of all, in that the faithful shouldn't take themselves, their task, or any obstacles they face too seriously, and that people can legitimately die from lack of laughter and joy or loneliness.

Virtues

Regulus imparts the most important virtue among all the Draconists, which has remained unchanged between his reincarnations, which is the preservation of life. To all Draconists, preserving life and fighting for the preservation of life in small or big ways is always a virtue. This can include being a nurse or doctor, fighting to protect the innocent and weakened who could otherwise not stand up to defend themselves, or ridding the world of particularly corrupted and evil persons and beings who cause death beyond what natural causes have been ordained by Umbra.

Vices

The greatest vice that Regulus preaches against, is idleness and inactive centrism. Due to Regulus rather fence-hopping attitude towards problems in the past, the concept of enlightened centrism had become a virtue among the Draconists. Ambition and drive to make the world a better place is anemic to centrism however, because institutionalized systems of abuse and loss become impossible to fight if those that should fight try to play the middle-ground. Regulus stands for true moderation and mediation, not passivity in the face of turmoil or trouble.

Association

Regulus as a past incarnation and present, has a strong association with the Anglian-Ailor people in the Regalian Archipelago. His domain has historically been the whole Archipelago, and as a Dragon, Regulus controls the weather around the world, bringing forth rain and thunder, and heralding the change of the seasons and temperatures. It is by his personal involvement that Anglia when it was settled by the Aml Tribes developed a pleasant and mild climate with fertile soil which was perfect for farming. As such, many also see him as a patron of those that produce food and work with plants.

Cinerius, the Red Passion Dragon

caption
Description

Cinerius was once known as Caius, the first Dragon to peer into the Void when it first opened, and whose curiosity caused him to become infected with a lethal Void sickness that slowly consumed him. After suffering painfully for 13,000 years Caius succumbed, but from his corpse was born Cinerius the first true Dragon rebirth. Cinerius is in many ways a true return to the roots of Caius, a god of fire and passion from where all drive and ambition and urges come. Cinerius lights the flames of want and need, and makes mortals feel all the right things that make living so rewarding, and why even Demons can be seduced to care about the world they were made to destroy. There is perhaps an irony there, that when Caius's soul was split in two, and Triton first entered the Void, it brought with him the hunger for life that was created by Caius, thus infecting the Demons that then spilled forth into Aloria, who in turn made Caius's sickness worse until Cinerius was born. This has made Cinerius so much more concentrated in his essence, the reason he is depicted as an entity that mortals cannot bear to look at, because even the sight of him would reveal passions and deep desires in their soul that they weren't even aware of, or are too ashamed or fearful to give into. Cinerius also has the other aspects of Caius, in that he is a Dragon of love and family, of feelings and emotions and all the things that give color to life. It was Caius who first willed free will and feelings onto lifeless beings of creation, and Cinerius who now perfects this ancient decision with a deeper connection to revelations about the inner soul.

Virtues

Cinerius's virtues are to love and feel unconditionally and without restraint. Cinerius places above all the need to be in touch with one's inner wants and needs, and the brazen bravery to reveal them to others, and to act on them, so long as they do not outwardly harm others (and sometimes, even when they do). Cinerius teaches bravery not to bottle up one's feelings, not to withhold one's true thoughts, and to express feelings that are had before the limited time that all mortals (and even immortals, apparently) have, is taken away. His virtue is to celebrate one's loved ones and family.

Vices

Cinerius's greatest desire and where his fires rage loudest, are at the idea of being snuffed out of history without having achieved anything. For Cinerius, there is no greater failure for the individual soul, than to have no ambition, no drive, but above all to have meant nothing to the lives of others, or to the endless rotation of Aloria as it hurtles through the great nothingness of Orion. Rather than a contradiction to Orion's detached enlightenment, this vice and Orion's virtue are complimentary, to achieve enough in life, and reach detachment towards the end for having done enough to make a difference.

Association

Cinerius has inherited Caius's associations with the Eronidas, and Guldar, as well as the Maquixtl. Caius's historical domain was Guldar and Junction West, marking him as one of the most important Dragons. Cinerius has continued this association but seems more somewhere in the middle of Eronidas and Maquixtl from his silhouette, rather than Eronidas-dominated in the past. In the Immortal War, Caius was the general of the Draconic forces, and largely responsible for picking the battles between the Dragons and Draconic forces, as part of continuing, Cinerius relinquished this role to Triton.

Daiana, the Gray Dreaming Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Triton, the Black Chain Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Nox, the Teal Unseen Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Marik, the Brown Etherforge Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Umbra, the White Twilight Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Felicula, the Yellow Harmony Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Severena, the Green Stalwart Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Aurora, the Purple Creation Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Gaia, the Indigo Nature Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Orion, the Ivory Cosmos Dragon

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Description

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

Virtues

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

Vices

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

Association

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

Priesthood

Priesthood for Draconism is more complicated than one might assume at first glance from a Religion that was effectively dead for 300-odd years while most Dragons were either in slumber, or in a near-death state. At the end of the Immortal War, the Dragons decreed that the Mantle of Creation (the theoretical stewardship over the world's functions) was to pass to mortals, and that they too would become mortal (explanation on why they did this is further below). As this occurred around Cataclysm, Draconism as a Religion was effectively dead for 300 years except for among the Sihai where the Dragons could still be visited, or the Isldar who were deceived. Still, when the Dragons returned centuries later, they found that much of the priesthood had survived their absence, and that in some places, the faith had even grown. The Religion had always been considered more of a curiosity by the Dragons, who never asked to be worshiped, or set out to have a Religion specifically ordained by them. They fully expected everyone to give up on the Religion when they left, but the fact they had not, caused a change to occur.

The structures that were still very much in place, were the hierarchy set out before the Immortal War that had more or less survived. At the head of all the priesthood were the Matrons (a non-gendered term) that applied to the single most favored of each Dragon God. Each God had their own Matron, a mortal who would have their favor, and know most personally their wishes and ambitions for the world, and could translate them to the other faithful. This position was often elective, but some Matrons passed their lineage from generation to generation, which became especially common after the Denial of Immortality. The only Matron succession that had not survived, was Regulus's Matron, who was eventually chosen from the Isldar to be Gwenyth Zylmoira, leading the faithful into a new era.

Below the Matrons, are the Dragon Priests. Dragon Priests represent the whole religion, but usually specialize in the teachings of a specific Dragon God as their patron, and emphasize their qualities and teachings above the others. Generally speaking though, Dragon Priests should be aware of all other Dragons just as much, and be able to hold their own in theological discussion on the merits and values of the other Dragons too, but also understand the overarching narrative of Draconism as a whole. It is possible to be a Dragon Priest and hold other occupations, as Dragon Priesthood is more of a personal choice than an ordained position. There is no official academy or place of teaching for Priests, the only real requirement is that each self-ordained priest takes a pilgrimage to the Matron of their Patron God, and seeks approval from them.

Below the Dragon Priests are the Dragon Champions. Unlike Dragon Priests, Dragon Champions do not widely act as priests, they are more akin to lay-priests but hold an extreme emphasis on specific Dragon Gods. Anyone can be a Dragon Champion, it is in most cases self-declared, but 9 out of 10 Dragon Champions are warriors because they enforce the might and will of their Dragon usually by the sword. This may lead to some comical arrangements, with Felicula Dragon Champions forcing participants to have a party and be happy, with the threat of physical harm if they do not. Dragon Champions can administer religious services, but only specifically to their own patron God, while Dragon Priests can perform more general and wide-spread religious services.

Expanded Lore

The Expanded Lore section contains additional contextual information about the Draconist faith. This section is not necessary to read to get a good understanding of the lore, just the background information.

Festivals and Worship

The Draconism Expanded Page contains information on Draconism Holy days (one each month), as well as basic rituals performed by Draconism Priests for the faithful. This Page is useful to read for upcoming festivals, but is not necessary to fully explore unless an event is actually upcoming and pinned to the calendar. The bottom of the page contains information relevant to Draconism Priests.

The Advancement

The Advancement as an event began with the death of Caius. Caius had been suffering from the Void Infection for 13,000 years, and his eventual demise was guaranteed and even foreseen. For all this time, it was Umbra who ordained that the only way to solve Caius's condition, was to remove all Magical things form the world, so that the connection between the Void and Aloria could be severed. Indeed, historical events implied that this was correct, because after each Void Invasion, Caius's condition would improve for some time as most Magic was seeped from the world, only for it to return as Mages became more prevalent. There is some healthy room for discussion to determine whether Umbra was right, whether he was wrong, or whether he obfuscated the truth on purpose. This theory would not imply that Umbra is specifically malicious or treasonous to the Draconic cause, but that he might have stretched the truth to keep the Draconic cause busy with the wrong type of cure, to guarantee Caius's death just to see what would happen if he did die, which would be consistent with his death-god obsession with the beauty of death.

Whatever the motivations or circumstances, the event of Caius's death and Cinerius's rebirth from his corpse was cause enough to call for a full conclave. With the beginning of the conclave, it became pretty evident that Regulus was not satisfied with a partial conclave, and so he called down Orion, something that had not been done for thousands of years. Following this, the conclave was convinced to rescind the punishment of Nox. It had become pretty clear in the past few millennia that being punished was part of Nox's plan all along, and that being trapped in the mirror dimension as he was, that he was difficult to keep tabs on by the other Dragons. His habit to be secretive and have plots detached from the common Draconic cause was considered a liability, and perhaps in part, Nox was proved right by the endless cycles of free-will causing the same outcome one way or another. Indeed, the very reversal of the Denial of Immortality was reason enough to claim that the rhetoric used by Nox to create the Slizzar was at least in part right.

With all the Dragons re-convened, the conclusion was made that the impassioned guidance of the Dragons was in part to blame for the chaotic existence of their followers, and that their unclear and mysterious attitude to the sequence of history in the world, also had a part to play in the repeating cycles of destruction. As such, Regulus decreed that all Dragons should contribute to formulating a dogma, and that the Radicals that had come about because of his chaotic return to power, should all be dismissed. Despite these lofty and ambitious intentions, the conclave wasn't a complete success. The Dragons still could not decide on a common policy towards the Infection, even if they chose a more benign term calling it the Presence instead. While the intention had been to unify all Dragons under one policy, Regulus's mediated middle ground wasn't radical enough for either the pro, or anti-Magic side, and so the conclave was split three ways, which all things considered was an improvement over a 12-way split.

The Immortal War

The Immortal War is a long period of war between the Dragons and notably the Arken, but more generally speaking all Void/Exist (and later Ordial) forces which were considered alien and hostile to the world of Aloria. It is called the Immortal War, because the war was effectively never-ending. Arken and Dragons were immortal, they could not kill each other, only harm and destroy the things each of them created, and so the war was essentially a perpetual griefing contest to see who could destroy as much as possible of the other side. The Immortal War lasted almost 8,000 years. Historically the number 7,000 years is used, which anchors it to the destruction of the Seraph civilization, but this is a miscalculation, because the Seraph did not immediately perish when the first Void Invasion began, but 1,000 years afterwards. The Immmortal War ended when the Denial of Immortality was decreed several centuries before Cataclysm, but slowly implemented. The Dragons had forseen the end of the last Void Invasion, and the Cataclysm, and had foreseen that a necessary action in this sequence of events, was their own demise. As a result, the Dragons wove a powerful Dragon Magic spell, that removed the concept of immortality from the laws of reality, thus making all immortal things in Aloria subject to the same entrophy as Umbra had ordained to mortals. Arken were previously immortal, because Dragons were immortal, but as Dragons were now mortal, so were Arken. Everyone started dying, and thus the Immortal War ended.

Despite the Immortal War ending however, the Denial of Immortality was not permanent, or so it appeared. There were Dragons who dissented from this final decision, most notably Severena and the Green Dragons, who opted to enter a death-like sleep instead, and Renita, one of Regulus's Dragon-kin who objected. Through subterfuge and Dragon-Magic, Renita survived the Denial of Immortality, and continued to work to convince the successive Dragonsoul reincarnations that their decision was a bad one. She failed for 300 years, with each successive reincarnation into a mortal body having less and less alignment with the Draconic cause, all the way up to the point that they seemed to have completely forgotten they were Dragons at all. When, around 307 AC, Renita finally made headway, and convinced the new host of Regulus that the Denial of Immortality should be undone. Caught between a mortal reality of the Regalian Empire that was facing calamity after calamity, and his immortal Dragon god-hood, Regulus was convinced to undo the Denial of Immortality. When all the Dragons were revived and came together at the Conclave that would eventually herald The Advancement, the spell that removed immortality from the fabric of reality was undone, and things could once again be immortal, thus completing the return of the Dragons.

Draconism Afterlife

The Draconism Afterlife is exceptionally new, and also is not. Since forever, the world's cycle of rebirth was fueled by the Soul Rivers, an invisible force of flowing soul essence that spanned the whole world. When a person would die, their soul would pass into the Soul Rivers where Gods would usually fetch their faithful and lift them up to their respective afterlives. In a way, the Soul Rivers could be considered the waiting room for the afterlife, but for Draconists, it effectively was the afterlife. To Draconists, their souls would move into the Soul River, and then eventually disintegrate into nothingness, with each memory, emotion, or thought, forming a seedling to create a new soul, whether in an animal, plant, or person. This for some people imparted an immense sense of nihilism in their work, which was also the reason why the Dragons ordained to actually make an Afterlife.

The Draconism Afterlife is very similar to Unionism, in that it grants the soul of the faithful the means to regard reality and see the world as Orion does, without any promises of paradise or endless pleasures in an afterlife realm. Orion's promise to the faithful is that instead of letting their souls perish in the Soul Rivers, he will lift their souls up to the heavens, and create a star to represent their essence in the night sky. Instead of just moving forward with Draconists dying after The Advancement, Orion has committed to reaching into the Soul Rivers and time displacement from Regulus's Time Magic, to attribute the billions of stars already in the night sky to the faithful who have passed on before.

For Draconism, there is no requirement to be let into the afterlife. Even immoral and bad people who commit many sins are permitted into the afterlife so long as they believe genuinely and capably (for example, if they are Nature Bound Spirits) in the Dragons as Gods and were committed to the cause of Draconism at some point in their life. The only difference that marks virtuous versus sinful people, is that sinful people are faint and dim distant stars, while virtuous people who served the Dragons faithfully and achieved much of their work and intentions, become a bright focal point in the night sky. The faithful can sense their loved ones or passed-on friends in the night sky, and can even peer at specific stars to feel a sense of closeness to those who were lost to time or war.

Trivia

  • Draconism is technically the oldest religion, but due to constant changes in its dogma, it is now actually the youngest Religion, being exactly 1 month old at time of this article writing.
  • There are not just 12 Dragons, there are theoretically hundreds. Regulus for example has 6 other Blue Dragons supporting him, and they are named, but not mentioned on this page due to them being largely unnecessary information. Dragons should be considered a form of an advanced civilization that has acquired godhood, but that inevitably, there are very limited numbers of them. The Gods just happen to be the leaders of the "Clade".

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Writers MonMarty
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Last Editor MonMarty on 05/26/2024.

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