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{{Info Lineage
{{Info religion
|name = Isldar
|image = Gdwsgdse.png
|test = Yseldaar (in Altalar)
|pronunciation = Dra-konism
|test2 = [[File:Grayflag1.png|80px]] [[File:Grayflag3.png|80px]]
|origins = Unknown, presumed over 70.000 years ago
|test3 = '''Motto:''' "Truth Abides no Weakness."
|deities = Regulus, Caius, Daiana, Triton, Nox, Marik, Severena, Aurora.
|image = Isldarpslasho.png
|subsects = N/A
|state = Life and Death Isldar States
|ruler = Tower Councils
|suzerain = Varied
|languages = [[Altalar]]
|religion = Varied
|first_recorded = 100 BC
|demonym = Isldar
|}}
|}}
==Origins==
Draconism is the oldest [[Religion]] in the world, presumed to have existed in some form or another for nearly 100,000 years, though it is at the very least certain that the dogma has changed over successive generations. For example, the [[Maraya]] who have awoken from the Vaults, find Draconism  radically different from what they remember in their Civilization, and even different from the archeological studies they did of the third Civilization that preceded them. Draconism styles itself after the values and principles of the Dragons in that Era, themed or styled in itself after the [[Races]] that roam the world at that time. It is as such an ever changing Religion that shapes itself based on the followers, though the Dragon Gods are eternal and remain largely similar with only their Race and some subtext changing between successive generations. Draconism has followers all over the world, but is generally speaking one of the weaker religions, being outclassed in number of followers by the likes of [[Unionism]], [[Estelley]], [[Fornoss]], and some would argue even [[Evolism]]. Draconism has technically been a dead religion for 300 years, as the Dragons disappeared from the world in various ways, leaving behind their faithful who now worshiped in essence dead Gods. In the last few years however, Draconism has made a quick revival with many Temples being inhabited again, and the Dragons coming back alive in what is referred to as the Revival of Immortality.
===History===
To understand why the Dragons "died", it is necessary to understand the grand theme running through Draconism, being The Immortal War. The Immortal War refers to the endless conflict between the Dragons and what they call The Infection, which means Ordial/Exist/Void Essences that creep into the world of [[Aloria]] and attach to living and non living things there. The Dragons see themselves as natural wardens of the order of the world, and seek to remove The Infection from the world as a result. The Immortal War is mostly fought between Dragons and the [[Arken]], at least historically speaking when they were still bound to Estel and Behesael. Each successive Void Invasion signals the failure of the Dragons to halt yet another end-times event, though after each cycle, the Dragons remain to restart civilization with new Races. Only the last (5th) Void Invasion was halted, when the Dragons performed the rite of the Denial of Immortality. In essence, Demons and Arken were immortal because the natural laws of Aloria allowed immortality. By denying immortality, the forces the Dragons fought could be killed, but they in turn were also killable. The Arken destroyed Estel and eventually Behesael in their betrayal, and the Dragons went out one way or another as the Immortal War essentially ended in a stalemate. The Dragons relented their efforts to kill the Arken, and contented themselves with the end of the Void Invasions, though recently, the Dragons seem to have come back from this decision, and have started reviving all over the world.
==Draconic Nuance==
There is one topic worth discussing with regards to Draconism, compared to other religions: the (in)validity of other Religions through Dragons. It is pretty widely known that Dragons create both Races and Gods, but this fact does not make them Gods to other peoples and religions who do not observe them as such. Consider this metaphor: if you liked your team-leader, because he did good things for you and your goals align, your belief in your team-leader is not suddenly invalidated, because your team-leader was raised/taught by a different person. All Religions understand the mechanical purpose of Dragons in the world (conception, creation, ecosystems etc.), but reject their religious message or Dragons as Gods (except in some circumstances, like the Guided Cult of Unionism). Draconism is the only Religion without an afterlife, the faithful neither go to an afterlife nor to the Beyond, their souls are lifted up by Umbra and rejoin the Soul Rivers from which they are born, disappearing into nothingness and lending their life and memories back to the Dragons.
===Divine Mechanics===
All Religions provide 1 single Mechanic to their Believers that fits within the flair of their Religion. This Mechanic is lost if the individual stops believing in the Religion, or becomes a heretic, but can be regained. Afflicted can use this mechanic, but having the mechanic does not imply that they have blanket forgiveness from their Gods, just that there is more nuance to it than that.
* Draconism worshipers are able to use Persuasion Dice rolls on Gods both outside and inside of [[Divinium]] summonings which is normally not possible. Additionally they gain +2 to every Dice roll of Persuasion against a God, and their Persuasion Cap is raised by +2 when rolling against Gods.


Silent watchers of the frozen mountain peaks, the Isldar are a [[Race]] of Snow-Elves who dwell in the distant continent of [[Ellador]] and guard its endless, icy valleys. With humble origins as a minor religious cult in the [[Allorn Empire]] of old, the struggle of their history drove the Isldar to eventually become their own people and their own nation. Seen as mysterious, reclusive, and barely understood by the outside world, the Isldar are often travelers from their home in one of [[Aloria]]’s few remaining unexplored corners. In recent years their society has been cruelly divided by a religious schism that has boiled into war, and with the road to peace impossible to see, the Life and Death Isldar - now bitter enemies - both pray that they will one day triumph. Though they appear in many of the world’s courts as precious advisors and historians, home and family are always close to an Isldar’s heart, for the roads of all their choices eventually lead back to the glimmering spires of Ellador.
==Gods and Goddesses==
Draconism has several Gods (gender indeterminate, though when humanoid, they do appear gendered), making it a polytheistic Religion. Unlike many other polytheistic religions, however, Draconism has a clear hierarchy and even a form of competitive rivalry between the so-called Dragon Thrones. Every Dragon Throne (a group of Dragons) contains a leader who is the representative God, and the lesser named Dragons. These lesser named Dragons are not strictly Gods, but they are treated with great reverence. Not all Draconism Gods are currently alive, during the process of the Denial of Immortality, most Dragons died in a non-traditional sense (which also made the Religion "dead" for nearly 300 years save for areas like the [[Sihai]] Lands), with not all of them having been revived recently. It is possible to worship multiple Dragons, but because the Dragon Gods often conflict with one another even when they have a Dragon King, most Draconism followers worship a single God that best fits their principles and beliefs.
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;">
<span style="font-size:150%;><center>'''Regulus, the Blue King Dragon'''</center></span>
{|
[[File:Cedragoin.png|220px|caption|left]]
|
* '''Name:''' Regulus, the Dragon of Command, Hierarchy and Rulership.
* '''Domain:''' Regulus controls the Draconic Conclave and rules the Dragons.
* '''Symbols:''' Thunder Storms, Rulership, Banners, Rain, Bodies of Water.
* '''Role:''' Regulus acts as the King of Dragons, to mediate and command them.
* '''Traits:''' Capricious, Cryptic, Regal, Sagely, Mediating, Attentive, Loyalty.
* '''Temple:''' House of Dragons on Draackenrust Mountain in Anglia.
* '''Allies:''' Arkenborn, Urlan, Adal & Hagen faithful, Leyon faithful.
* '''Enemies:''' Those who stand against the Regalian Empire and seek its downfall.
* '''Rituals:''' Regulus is celebrated through the act of mediation between aggrieved parties, or the Dragon-King trial in which blue Dragon-King flames are summoned, a trial is held between two parties holding their hand in the flame, with the flame burning them if they utter a lie. Another method of worship is by expanding the political reach of the Dragons or the Draconism faithful, who have to rebuild their religion.
|}
</td><td style="vertical-align: top; width: 50%;">
<span style="font-size:150%;><center>'''Caius, the Red Dying Dragon'''</center></span>
{|
[[File:Caiuodragon.png|220px|caption|left]]
|
* '''Name:''' Caius (Shalmanisar in Eronidas), Dragon of Love, Passion, and War.
* '''Domain:''' Caius commands the impulses of the living, violence, and fire.
* '''Symbols:''' Volcanoes, Battle, War, Destruction, Flames and Fire, and Magma.
* '''Role:''' Caius acts as the Dragon General, leading Dragon forces in War.
* '''Traits:''' Ill-tempered, Violent, Uncompromising, Brave, Passionate, Loving.
* '''Temple:''' Rock of Eternity Volcano (largest Volcano in the world) in Guldar.
* '''Allies:''' Ifrit faithful, Leif & Bard faithful, Gladiators, Lothar Knights, Purists.
* '''Enemies:''' Any Occult, Occult Sympathizers, Aelrrigan Knights, Centrists.
* '''Rituals:''' Caius is celebrated through the rituals of Mage-Burnings and Pyro-Branding. The former involves gathering magical scrolls, books, and artifacts, and burning them in a ritual fire, while the latter involves branding the Occult with painful scars that hurt when they use Magic. Less violent forms of worship involve the Flame-Dance, a ritual dance by torches in the moonlight, and the Burning Love Chalice, writing love letters and burning them.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;">
<span style="font-size:150%;><center>'''Daiana, the Gray Dreaming Dragon'''</center></span>
{|
[[File:Dreamdragon.png|220px|caption|left]]
|
* '''Name:''' Daiana (Da'amu in Eronidas), Dragon of the Elements and Planet.
* '''Domain:''' Daiana's domain is the planet itself, she is the world.
* '''Symbols:''' Earth, Ancestor Spirits, Nature, Dreaming, Child-bearing.
* '''Role:''' Daiana is the rock upon which all living move through space.
* '''Traits:''' Shamanism, Maternal, Nurturing, Meditation, Grounding, Wisdom.
* '''Temple:''' Great Hall of Mother in Kezzeret Kashubasha (Eronidas State).
* '''Allies:''' Mana faithful, Mothers, Yanar, Narim, Dwarves, Elkonur faithful, Spirits.
* '''Enemies:''' Those who disrespect Spirits as not having a story to tell or live out.
* '''Rituals:''' Daiana is celebrated through the Harvest Ritual and Caring Ceremony, the former which involves celebrating harvest and sharing meals with others, the latter which involves bestowing both the blessing and responsibility of caring onto someone else by granting them a plant, a pet, or a child to take care of. Daiana is also invoked by priests to summon the Spirits or appearances of dead relatives to give consolation to the mourning living.
|}
</td><td style="vertical-align: top; width: 50%;">
<span style="font-size:150%;><center>'''Triton, the Black Chain Dragon'''</center></span>
{|
[[File:Voiddragon.png|220px|caption|left]]
|
* '''Name:''' Triton, Dragon of the Void, known as Triton in [[Evolism]].
* '''Domain:''' Triton's Domain is power and control, specifically of the mind.
* '''Symbols:''' Revenge, Domination, Darkness in one's Soul, Dark Metal.
* '''Role:''' Triton is the Dark second half of Caius's split soul, Void infected.
* '''Traits:''' Vengeful, Cruel, Pragmatic, Powerful, Unforgiving, Unrelenting.
* '''Temple:''' Darkscale House of the High Father in the Osciird Princedoms (Daen).
* '''Allies:''' Evolism Faithful, Evintarian Unionists, Military & Martial people.
* '''Enemies:''' The Apathetic & Inactive, Behesael faithful, Pacifists, Ithanians.
* '''Rituals:''' Triton is celebrated through the Metamorphic Baptism, involved in ritually immersing in a pool of Void-blessed Dragon Water, and assuming Void Mutations of Triton. Another ritual is the Retribution Rally, where they summon a banner of Revenge and call forth allies to sally forth and attack their enemy for vengeance. Finally, Triton accepts blood offerings either from the faithful or those vanquished in battle.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;">
<span style="font-size:150%;><center>'''Nox, the Teal Unseen Dragon'''</center></span>
{|
[[File:Dueuaj.png|220px|caption|left]]
|
* '''Name:''' Nox (Madhyaratri in Slizzar & Allar), Dragon of mirrors and truth.
* '''Domain:''' Nox's domain is that of truth or lies, and wisdom in foresight.
* '''Symbols:''' Mirrors, Snakes, Libraries, Sassrakkand, the Mind, Chrome.
* '''Role:''' Nox acts as Spymaster for the Dragons, but also has his own agenda.  
* '''Traits:''' Deceitful, Calculated, Foresight, Thoughtful, Wise, All-Knowing.
* '''Temple:''' The Sassrakkand Pyramideon (only accessible to Slizzar and Archon).
* '''Allies:''' Inth faithful, Rand faithful, Juvin Faithful, Wadj & Yah Faithful.
* '''Enemies:''' Justicars, Knights, Guards, The Afflicted, The Thralled & Mind-Controlled.
* '''Rituals:''' Nox's worship involves the mirrors in which his Dragonsoul was banished by the Dragons for transgressing by creating the Slizzar, which he was specifically forbidden from doing. His followers etch secrets and things they have learned from the Occult into mirrors, after which the messages melt into the reflection and disappear, sometimes causing an approving reflection of Nox to appear for only a split second.
|}
</td><td style="vertical-align: top; width: 50%;">
<span style="font-size:150%;><center>'''Marik, the Brown Etherforge Dragon'''</center></span>
{|
[[File:Yayh.png|220px|caption|left]]
|
* '''Name:''' Marik (Al-Asir in Qadir), Dragon of Tech, a [[Unionist]] God also.
* '''Domain:''' Marik's Domain are the Leylines and Leytech, all Draconic machines.
* '''Symbols:''' Technology, Forgery, Craftsmen, Bronze, Brass, and Desert Sands.
* '''Role:''' Marik is the Architect of Dragon Weapons and Sites against the Occult.
* '''Traits:''' Helpful, Reassuring, Resourceful, Quirky, Compassionate, Self-Sacrificing.
* '''Temple:''' Marik's Temple was destroyed by the Great Storm that ravished Ard-al Nur.
* '''Allies:''' Qadir, Unionists, Automata & Artificial living Beings, Technicians.
* '''Enemies:''' Machinist faithful, Body-Modders, War-fanatics & the Military.
* '''Rituals:''' Marik's history of making all the Draconic weapons to exterminate the Occult in history, versus his current reincarnation differ considerably. While in the past worship was the creation of more weapons, now it is the creation of tools to help people live easier and more comfortable lives, specifically to replace the shortcut need of Magic to solve societal and environmental problems, by making the solution tech instead.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;">
<span style="font-size:150%;><center>'''Umbra, the White Twilight Dragon'''</center></span>
{|
[[File:Monkeydragongod.png|220px|caption|left]]
|
* '''Name:''' Umbra, the Dragon of the Dead and the Soul Rivers of Draconism.
* '''Domain:''' The Soul Rivers, the passage between life and death in Aloria.
* '''Symbols:''' A white swirl, blackout tattoos, a furred instead of scaled Dragon.
* '''Role:''' Umbra maintains the Soul Rivers and the Dead-Living boundaries.
* '''Traits:''' Deadly, Pestilent, Renewal, Memories, Capricious, Sardonic.
* '''Temple:''' Destroyed, re-inhabited by the Evolist Temple in Regalia' Wilderness.
* '''Allies:''' Eronidas, Those who hunt Undead and return Spirits to the Afterlife.
* '''Enemies:''' Undead, Geists, those who consort with the Ordial Scourge.
* '''Rituals:''' Umbra is an ambiguous Dragon who is neither motivated by rage and pain or banishment into the Void for his favor to what some would call cruelty. He is the agent of all diseases and sickness on Aloria, because his greatest beauty is death itself, a final act and a final chapter in someone's life. Rituals of Umbra involve speeding an inevitable death to conclusion, and putting the dying at ease with the inevitable.
|}
</td><td style="vertical-align: top; width: 50%;">
<span style="font-size:150%;><center>'''Felicula, the Yellow Harmony Dragon'''</center></span>
{|
[[File:noimglong.png|220px|caption|left]]
|
* '''Name:''' Felicula is the Dragon of Festivity, Kindness, and Warmheartedness.
* '''Domain:''' Felicula's domain is entertainment and culture, as well as peace.
* '''Symbols:''' The yellow Hadar Chrysanthemum, vines wrapped around amphoras.
* '''Role:''' Felicula makes the world pleasant to live in by creating joy in shadow.
* '''Traits:''' Shy, Endearing, Hospitable, Altruistic, Well-meaning, Naive.
* '''Temple:''' Felicula never had a Temple, as worship of her was in festivities.
* '''Allies:''' Entertainers, Artists, Musicians, Bartenders, Party Hosts, Dancers.
* '''Enemies:''' Those who speak with sarcasm, cruelty, or inflict mental anguish.
* '''Rituals:''' Felicula's worship is engaged in through the many varied Draconism festivals, one for each month, and to show random gestures of kindness and gifts to others. Very common is the Draconist gift-giving ceremony, where on the 20th of December, Draconism Faithful gift each other personalized and thoughtful gifts of specifically small monetary value, but also joining events hosted by others and improving the entertainment value.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;">
<span style="font-size:150%;><center>'''Severena, the Green Stalwart Dragon'''</center></span>
{|
[[File:noimglong.png|220px|caption|left]]
|
* '''Name:''' Severena (Saaima in Sihai), Dragon of Protection and Transcendence.
* '''Domain:''' Protection of the world from danger, and the inner Eye and Soul.
* '''Symbols:''' Air, Monasteries, High Mountain Towers, Clouds, Transcendence.
* '''Role:''' Severena guides the protectors of the living across the world.
* '''Traits:''' Contemplative, Insightful, Ascended, Detached, Piercing, Ethereal.
* '''Temple:''' The Beian Temples in Zhong where the Air Dragons Slumber and dream of Jade.
* '''Allies:''' Those who task themselves to save the world from chaos and calamity.
* '''Enemies:''' Those who would cause chaos and damage the world and people in it.
* '''Rituals:''' Severena worship is done the Breath of Serenity, a solo or group excersize of speaking out evils and attachments, and letting go with breathing exercises. Another worship method is the Temple of Elevation where the faithful climb high mountains or tall towers with lanterns to seek enlightenment, and the vows of protection where those who have attained enlightenment and detachment from the mortal world, can become true world protectors.
|}
</td><td style="vertical-align: top; width: 50%;">
<span style="font-size:150%;><center>'''Aurora, the Purple Creation Dragon'''</center></span>
{|
[[File:noimglong.png|220px|caption|left]]
|
* '''Name:''' Aurora, the Dragon of Creation's penultimate design and intellect.
* '''Domain:''' The Creation Dictat, that which creates all live on Aloria.
* '''Symbols:''' The sprouting plant, the meteor and the meteor's impact crater.
* '''Role:''' Aurora designs, creates and iterates on all living species on Aloria.
* '''Traits:''' Frigid, Emotionless, Intuitive, Work-Obsessed, Isolationist, Free.
* '''Temple:''' The Moon-Vault Halls in Ellador, capital of the Life Isldar Elven State.
* '''Allies:''' Alchemists, Hunters, Urlan, Scholars, those in the sciences.
* '''Enemies:''' Death Isldar, Environmental destruction and eco-system destabilization.
* '''Rituals:''' Aurora worship is often done alone but can also be done together, in the Harvest of the Stars by wishing on the falling stars which are common in the skies, or the Hunting Rite of Passage where mentors take students on hunts to prove their natural selection ability and population control. Finally, the Transition Cave is where animal or people carcasses are laid to rest to turn into new lifeforms in insects and fungi.
|}
</center>
</tr></table>


==Design==
===Gaia, the Indigo Nature Dragon===
[[File:Medinkikf.png|294px|thumb|right|Priest Isldar used to turn themselves icy pale blue with Magic to show their dedication. The practice has largely died out, but some still do it.]]
{|
The Isldar are patient and prudent Snow Elves, taught from birth to keep their feelings and intentions closely guarded. The Isldar are incredibly religious, with a schism down the middle based on if the Isldar worships Dragons (and is considered a Life Isldar) or worships the ice Goddess called the Glacial (and is considered a Death Isldar). They have a deep, sincere, and poetic culture which struggles with any sort of crudeness or sarcasm. The Isldar are just as famous for their beautiful poetry, as for their inability to laugh at jokes or smile. Physically, Isldar can have any body shape, but tend towards sharp, narrow facial features and angular frames, often lacking the broadness more common in Human descent. They tend to be tall, with an average height around six foot. Isldar usually style themselves in a traditional Elven way, with robes and long hair.
|-
* '''Eye Colors:''' Isldar eyes must be purple if Life Isldar, green if Death Isldar, and blue if Neutral Isldar. Their sclera can be either white or black.
| rowspan="4" | [[File:New Canvadddsrtetgr.png|300px|caption|left]]
* '''Hair Colors:''' Isldar have very desaturated natural hair colors. Any white, black, or gray tone, or a pale tone like platinum or strawberry blonde, occurs naturally.
| style="font-weight:bold; width:75px; vertical-align:top;" | Description
* '''Appearance:''' Isldar are mostly pale, but sometimes have a northern tan (see real life Inuit or Tibetans for examples). They can have any Caucasian or Asian features.
| style="vertical-align:top;" |  
* '''Patron Traits:''' Life Isldar can have Dragonscale patches on their bodies, and Death Isldar can have black metal Dragonscale-like patches on their bodies.
Gaia is not a Dragon exactly, but a mortal Aelrrigan Knight named Iorwerth (depicted right) who was an Archon serving the Dragons, carrying the soul of the dead Dragon Gaia. For centuries, Iorwerth was forced to serve the Malefica, one of the greatest unseen enemies of the Dragons, forced to conjure up vast magical structures, mazes, and fortresses for the Malefica and its Shades to use to deal death on mortals in the living world. He was forced to do this because his lover Cadell's (depicted left) soul had been captured by the Malefica, who used him as a bargain to string Iorwerth along. Through the intervention of mortals in Regalia, Iorwerth and Cadell were able to break free from the Malefica's control, and return to Aloria. There he rekindled with the Dragons he once served, but also still held the power of Ordial god-hood. For this, the Dragons tasked him to ascend to their pantheon by being the (somewhat reluctant) host of Gaia's Dragon Soulspark, a Dragon who had perished many centuries ago during the Denial of Immortality. While many of Iorwerth's structures still serve the Malefica, all have become overgrown with lush vines and the Lillies of the Valley, Iorwerth and Cadell's favorite flower. In this, Gaia's powers manifest as the Dragon of Nature, the other half of Aurora's Craters of Creation. While she created the living beings that inhabited nature, it was Gaia who created the plants and trees and flowers that decorate all the realms. Thus, carrying life and death in his body and his love by his side, Iorwerth is the Draconic God of Nature, tranquility, absolution, and redemption in rebirth.
|-
| style="font-weight:bold; width:75px; vertical-align:top;" | Virtues
| style="vertical-align:top;" |
Virtue to Gaia (This God is both called Gaia and Iorwerth) is preserving balance of nature, in the give and take between the forces within an ecosystem, and preventing cascade collapse due to dying flora. From the smallest of maggots, to the largest of mammals, nature exists as the bedrock of life on Aloria. Iorwerth specifically adds to this, by making the act of redemption both in receiving and offering others the chance, a true virtue and to never give up in the face of even the most malicious of death-bound forces to return to a righted world and make amends.
|-
| style="font-weight:bold; width:75px; vertical-align:top;" | Vices
| style="vertical-align:top;" |
Vices to Gaia, are the stupidity and naivety to outsmart forces greater in power than the self. In this, Iorwerth and Cadell's centuries-long imprisonment in the Beyond acts as a deterrent and a warning that evil forces are not interested in playing fair or honest, and that respecting duels or challenges of powerful entities is foolish. Iorwerth and Cadell express above all that it is a Vice to not seek help, to not ask for saving, and to foolhardy insist that the individual can overcome all trials and struggles alone. Gaia looks down on lone wolves who risk others with their own recklessness.
|-
| style="font-weight:bold; width:75px; vertical-align:top;" | Radical
| style="vertical-align:top;" |
Gaia's Radical is the Radical of Integration. This Radical proposes that the Occult can have the right to exist in the mortal world, but only insofar they are able to exist in a social ego system that is in harmony with their environment and the people around them. This vague concept proclaims that the Occult have a right to exist, but that to claim this right they must adapt and conform, concede, and compromise, and cannot hold onto selfish notions of complete autonomy. Failing this, Gaia's Radical proposes purging invasive Occult who disrupt social eco systems to preserve stability.
|}


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


==Heritage Traits==
===Celestial Festivals===
Heritage Traits are free Packs and Mechanics. Free Packs never raise Proficiency Points, just giving the Pack, and obey lock-outs (if something would prevent you from buying the normal version of the Pack, you can't have the free Pack, either). A Character born from two parents with different Traits get the free Packs of one parent, but can mix and match from both parents' Mechanics. Isldar get their two general Mechanics, plus three more depending on what subtype of Isldar they are: Life, Death, or Neutral.
Draconist festivals are drawn up according to the twelve months of the year, placed exactly in the middle. These festivals are open to the non-faithful as well, in the search to entice new converts. The twelve monthly festivals are:
 
* '''Wildcard Festival (January 15)''': Taking place at the heart of winter, this celebration is an invitation for the priests of the community to celebrate the important events of the previous year in broader retrospective of all that has come to pass. This Festival specifically also celebrates Regulus and the Blue Dragons.
===Free Packs===
* '''Before-Spring (February 15)''': Amidst the clearing of the frost, this Draconist festival sees the creation of garland, bouquets, and other arrangements to show respect for nature. Nature-walks, protests of industrialization, and celebrations of the natural world via communal learning are commonly held during this time. This Festival specifically also celebrates Aurora and the Purple Dragons.
* Isldar can choose one [[Athletic_Point_Buy| Athletic]] or [[Magic_Point_Buy | Magic]] Pack for free.
* '''Storyteller’s Festival (March 15)''': This festival is a celebration of the power of stories, and their importance in preserving oral history, especially when so much knowledge of the Dragons has been lost. Worshippers usually gather in someone’s home, or around a large stage, and take turns telling their favorite story. The tales are usually non-fiction, but fictional stories are allowed and encouraged, as long as they have some moral lesson or point.  
* Isldar can choose one pack from [[Roguery Point Buy]] for free.
* ''' All-Faith Tournament (April 15)''': This festival features ritualistic fighting between groups (or pairs) of warriors in the name of the Dragons. It is common for Draconists to invite fighters from other faiths, and include them in the battle, primarily to show the grace of the Dragons, but also to show off the martial prowess of the Archon and Draconists who participate. Ritualistic Dragon-Magic is used to prevent anyone from outright dying in the arena, and this Festival (unofficially) celebrates Triton and his might.  
 
* '''Cycles of Creation (May 15)''': This festival is the Draconist version of a “Love Festival” common in many other cultures and religions. During the day, Draconists gather and encourage others to spend time with their loved ones, specifically handing out flower-wreathes to single individuals, encouraging others to talk to them. While the day celebrates platonic and romantic love, by the evening Draconists are encouraged to spend time with their romantic partner(s), and the festival is seen as a particularly holy and important time to procreate and make love, as a celebration of life. This Festival historically used to celebrate Caius and the Red Dragons, but doesn’t anymore.
===Mechanics===
* '''Introspection Trials (June 15)''': This festival is less of a festival and more of a series of quests that Draconists task one another with, based on their perceived failures and weaknesses. Draconists are encouraged to devise a “mission” for another Draconist to try and complete, specifically with the intent of helping them get over something they struggle with, or learn something new, or improve and better themselves in some way. Succeeding in this task obligates the Draconist who did the quest to treat the quest-giver in some way (dinner, drink, a gift, etc), and the opposite if the Draconist fails (as consolation, the quest-giver treats them to something nice). Outright refusal to partake is looked down upon, and obligates all other Draconists to devise an even more convoluted quest. This Festival specifically also celebrates Severena and the Green Dragons.
====All Isldar Mechanics====
* '''Harmony Jubilee (July 15)''': This the largest and most bombastic of all of the Draconist Festivals, an all-day celebration including a large feast, dances, and loud music and song. Most importantly, the Jubilee has hospitality extended to enemies of the faithful during this time, meaning they will not be attacked or chased out, so long as they do not harm someone first, or callously insult the Draconists hosting the festival. It is for this reason that the Jubilee (in Regalia, at least) is usually held in the countryside, to prevent any arrests being made. This Festival specifically also celebrates Felicula and the Yellow Dragons.
* Isldar are immune to harm from frost or cold sources (unless they are Magical), and do not suffer decreased visibility or choking hazard in a blizzard/snow-storm.
* '''Festival of Service (August 15)''': This festival has no defined structure, but is a celebration that encourages the faithful to remain humble, and offer their aid to others. For the entire day, Draconists travel in groups and offer their help, free of charge or expectation of repayment, to anyone who might need it. This can range from helping someone clean up their store, to building a home, to offering relationship advice, or trying to track down a lost pet, as long as the request does not obligate the Draconists to do something violent or offensive to their morals. This Festival specifically also celebrates Marik and the Brown Dragons.  
* Isldar can see things from incredibly far away if they focus, able to spot an eagle landing a kilometer away or a coin being flipped across a town. Ask DM for Event use.
* '''Mourning Festival (September 15)''': It is common for this festival to feature processions in the streets of towns and cities where Draconists carry candles to graveyards of other religions, to offer their condolences to remember the dead and honor their memory, no matter their religion or culture or citizenship. This Festival specifically also celebrates Umbra and the White Dragons.
====Life Isldar Only Mechanics====
* '''Harvest Ritual (October 15)''': This festival celebrates the harvest via a large potluck, where everyone contributes some ingredient or dish. The feast is a large public gathering, where non-Draconists are welcome to bring their own food and dishes. It also features lots of colors, as it is common to have dyed chalk that is smeared across people’s skin and clothes to mark them as worshippers of a particular Dragon. This Festival specifically also celebrates Daiana and the Gray Dragons.  
* Life Isldar can perform the Life Song on a recently deceased person of any heritage or culture, ensuring they pass into the afterlife (with OOC consent).
* '''The Eternal Vigil (November 15)''': This festival is a solemn vigil in remembrance of the Archon who gave their lives historically, and even now, to protect and champion the cause of the Dragons. It is a festival that reflects on the suffering of the Archon, and even of the Dragons, at the hands of demonic forces. This Festival specifically also celebrates (or mourns) Caius and the Red Dragons.
* Life Isldar can use Farsight to receive vague visions of things happening and existing in faraway lands. (this may require communication with Event DM's or Tickets).
* '''Gift-Giving and Sharing Ceremony (December 15)''': On this day, Draconists traditionally give each other personalized and thoughtful gifts of little monetary value. Usually, Draconists will choose a small number of people who they felt helped them the most throughout the year, and offer them gifts, with the expectation that everyone should get something. During this time, Draconists also partake in the ritual of sharing and absolution, wherein Draconists can reveal secrets or things they have kept hidden, that they regret or feel shame about, with the promise that by sharing at this ceremony, they will not be completely shunned or abandoned. To reveal a secret at this festival is a sacred act, and while it will not absolve them of all possible sins, it does ensure that the other Draconists will work to help them through it, and repent (if needed). This Festival specifically used to celebrate Nox, but, after his sin and banishment, it no longer does (publicly, anyways). Nox worshippers and Slizzar still hold this festival as a celebration of him and his wisdom.
* Life Isldar can see the Soul Rivers of Aloria where the dead pass through, and are able to tap into it, to feel random memories, emotions, or feelings from long ago.
===Rising===
====Death Isldar Only Mechanics====
The act of Rising is one of the more complicated rituals a Draconist priest can perform, and is a harmless event performed in the name of Daiana meant to give closure to a member of the living through the calling forth the target of their communion. It should be stated clearly that this ritual is not a Summoning or Evoking, and the entity that appears is only a visual construct from the memories of the participating party. This form can be the appearance of dead relatives, close friends, or those who were sadly taken too soon from a partner that they loved. The act of Rising is meant to provide closure, and priests as channelers of the ritual and also emotional guides, speak through their “puppet,” being granted temporary access to relevant memories shared between these two figures, or which might be useful in providing the living subject closure. Rising is seen as sacred among Draconists, while also being something that a priest does not perform lightly. An individual usually has to have a real emotional block in their mindset regarding a lost loved one for a priest to consider a Rising.
* Death Isldar can perform the Death Song on a recently deceased person of any heritage or culture, forcibly turning them into an Undead (with OOC Consent).
* Death Isldar can steal non-Player Spirits from other Characters, and force them to be servants. They can only be taken back if the Death Isldar is KO'd.
* Death Isldar can Transform into the Bone Horror Shift, a hulking monster made of bones and rotting flesh, which counts as a Disguise but is obviously a Death Isldar.
====Neutral Isldar Only Mechanics====
* A Neutral Isldar can choose any three mechanics from the [[Teledden]] or [[Fin'ullen]] they want.
 
===Life and Death===
The Isldar descend from a cult of Dragon Worshipers, forced to flee from the Elven Empire they lived in for religious heresy. After a Magical event bathed their new homeland of Ellador in frost and killed the armies sent to hunt them down, they settled down in isolation, not knowing that their Dragon patron had been replaced by a Death God living in her body. Recently, other Dragons returned and exposed the Death God for what they were, sending Isldar society into a spiral and pitting the city people (who stayed loyal to the Death God who had saved them, even if they had lied) against the rural tower people (who took up the cause of Dragons again and started a rebellion), creating the division between Death and Life Isldar. The Life Isldar would have lost and been driven off or killed if not for the Regalian Empire's intervention, which was enough to bring the two sides to a truce and allow them to focus on fighting off the dark Vampire kingdom of Dorkarth, which borders both of them.
 
At the moment of the Death God's exposure, every Isldar was forced to choose between staying loyal to the Death God, the Glacial, or returning to Dragons. A Death Isldar cannot change into a Life Isldar and vice versa, unless they kneel before the patron God of the opposing side (the Glacial or any Dragon, respectively), and admit that they were wrong (spend a God-summoning token for an offscreen conversion). However, if any Isldar converts away from their patron religion or declares that they will have no part in the war, they become a Neutral Isldar instead, and re-gain some of the biology of their Elven ancestors before they became Isldar. A Neutral Isldar cannot go back to either side. It is considered treason for a Life Isldar to associate with a Death Isldar, or a Death Isldar to associate with a Life Isldar, even though they are under a state of truce. Neutral Isldar can be received by both sides, but are sneered down on for supposed cowardice by fanatics, or those who have lost a lot in the war.
 
Though they share a culture page, Life and Death Isldar are bitter enemies with very different beliefs. The sections below will make it clear what lore refers to what group.
 
==Language and Naming==
The Isldar speak the Elven common language [[Altalar]], but have an incredibly strong dialect called Sulvaley. Sort of like a midpoint between Altalar and the Suvial language Agasi, it has much harsher sounds and different word choice in places that makes it very difficult for most other Elves to understand. Altalar borrows some sounds from real-world Spanish, but the strong accent of the Isldar gives them an almost Arabic feeling when they talk.
 
* '''Example Male Isldar Names:''' Asrel, Henqaan, Nayaal, Novyaan, Anshaar, Ravlan, Marcaror, Sonraal, Narvael, Alrifar.
* '''Example Female Isldar Names:''' Samala, Isavaila, Saaliya, Silyana, Fismeya, Savraela, Veana, Naerassa, Eyfa.
* '''Example Unisex Isldar Names:''' Sil, Aleyras, Asir, Esmeya, Asamey, Manyaar, Qiaan, Feynral, Savaa, Qirnar.  
 
Like other Elves, Isldar usually have quite a few names. First, middle, last, and sometimes their more important parent's name prefixed by "ul-" to show who they are descended from. Clan names are important to the Isldar, as different Isldar houses were always famous for different crafts and skills. Now that their society has been divided by a civil war, some Clans have been destroyed by the division, but the stable and large ones have stayed together and chosen their path almost unanimously. An Isldar named Novyaan A'sil Lorqaar, the son of Anshaar and from a clan called Meyraal, would be called Novyaan A'sil Lorqaar ul-Anshaar Meyraal. Ticket in the Roleplay Discord if you would like help with naming.
 
==Brief History==
Over the course of the Allorn (Elven) Empire’s existence, it imported new ideas from abroad as well as developing its own, creating diversity of opinion and religion in its formerly single-minded population. One of these diversities was [[Draconism]], or the act of showing favor to Dragons, the oldest beings on Aloria. Draconism in the Allorn Empire rallied around the Creation Dragon Aurora, a patron of craftsmen and living things who forged life into the world’s many creatures within her Craters of Creation. It originated when an innocent archaeological society began to dig up Dragon ruins scattered around the Allorn Empire, learning that Elves had worshiped Dragons before the Empire's creation and the arrival of new prophets. Converting one by one, the society soon became the Dragon-worshiping so-called Cult of Dregodar, earning the enmity of the Allorn Empress’ inner court and the over-powerful clerics of the state religion, [[Estelley]].
 
Persuaded by manipulative advisors and secret Cultists of yet other religions who hated Dragons, an Allorn Empress outlawed the Cult and Dragon Worship around 1000 BC. This ignited a large-scale Dragon worshiper uprising across the Empire. It might have been kept to a local rebellion had the Dregodar not chosen to both aid the [[Eronidas]], Dragon-worshiping Orcs who had invaded the Allorn Empire in its north-west, and rapidly free and then arm all of the [[Asha]] slaves they had formerly kept to join their side in the war. These escalations eventually led to the Allorn army being mobilized against the Dregodar, beginning a hopeless war they could not survive. Though the Eronidas won and kept their state, in the end the Dregodar lost and were forced to cross the water to another continent with Aurora in tow, while any Dragon worshipers left in the Allorn Empire had to go into hiding and the Asha they had armed disappeared into the Asha resistance.
 
They arrived in the lush and vast continent of Ellador, where they would meet the locals, the Dwarves. Though they began on good terms, Allorn ambassadors soon followed the fleeing Cult and manipulated the Dwarves into declaring war on them. A hundred-year series of wars followed in which Allorn Archmages and Dwarven mechanical ingenuity together brought the Cult of Dregodar to its knees. Yet, at the final battle beneath the mountain of Udillin’s Foot, Aurora supposedly cast a great spell in revenge, turning the once green Ellador into a frozen wasteland and slaughtering the Allorn and Dwarven armies where they stood, but transforming her Cult into the Race now known as Isldar. Casting the spell changed her, turning her withered and bloated, Undead in appearance. Unbeknownst to the Isldar, she had fallen to her fear and been possessed by a Death-God called the Glacial.
 
Still believing they served Aurora (now visibly turned Undead, and renamed to Frisit), the Isldar took advantage of their newfound immunity to the cold to take control of most of Ellador. Mostly ignoring the [[Cataclysm]] which wracked the wider world, the Isldar soon came into conflict with the Vampire state of [[Dorkarth]] which came to exist in the north of Ellador, along with parties of [[Velheim]] Ailor colonists and Dwarves looking to reclaim lost Holds that had been destroyed by the Glacial’s scheme. Brutal ambushers who could melt into the snows and reappear at any moment, the Isldar acquired a fearful reputation, becoming hated by the rest of Ellador’s people and an obstacle to all their efforts. This would continue until very recently, when two powerful Dragons appeared above the Isldar capital and slew Frisit where she stood, revealing the Glacial’s trickery and reviving the true Aurora, who immediately left the Isldar to return to one of her Craters of Creation instead.
 
Since then, Ellador has been wracked not just by war between the Isldar and their Dorkarthi, Velheim, and Dwarven enemies, but also between the pro-Dragon Life Cult rebellion and the pro-Glacial Death Cult regime. The Velheim and Dwarves, as well as the Regalian Empire, have grudgingly decided to forgive and side with the Cult of Life, shipping [[Urlan]] shock troopers to Ellador to help them fight off the Death Cult. This worked well enough that the Death Cult was forced to accept a truce with the Life Cult, and turn to fight Dorkarth together for the time being. Both of them would like to re-ignite the war, but cannot do it so long as Dorkarth poses a mortal threat.
 
==Conflicts & Alliances==
A lot of MassiveCraft's lore is constructed around religious, historical, or societal grievances. This section sets out conflict and alliance points for the Isldar.
* '''Allorn Elves:''' Most Isldar hate Allorn Elves, considering their Empire a debauched evil state that hunted them and put them through an immense amount of suffering. Confusing an Isldar for a Teledden will start a fight.
* '''Asha:''' The Dregodar freed and armed an immense number of Asha slaves, not because they necessarily wanted to, but because they had to. The Isldar do not practice slavery: but individual Asha can decide how they feel about them.
* '''Eronidas:''' The Life Isldar remember how much the Dregodar did for the Eronidas, but the Eronidas do not remember or care at all. The Life Isldar have a positive disposition to them, yet any historical mentions wash off.
* '''Lanlath, Sihndar:''' These two groups speak well on behalf of the Life Isldar, who try to do them favors in return. This makes them enemies of the Death Isldar, who do the reverse and try to sabotage them when they can.
* '''Velheim, Dwarves:''' Isldar have a long history of warring with the Velheim Ailor, who usually do not trust them at all. However, there are cases of Isldar converting to Fornoss and integrating into Northern society.
* '''Vampires:''' Most Isldar hate Vampires very strongly, since they are locked in constant war with the Vampire state of Dorkarth in western Ellador with flying castles and nightmarish legions beyond imagination.
* '''Dragon Worshipers:''' As scribes and observers forced to descend into the world, Life Isldar are an elusive but essential presence in Dragon Worshiper circles, which their Deathly counterparts combat and seek to destroy.
* '''Each Other:''' The main conflict focus of the Isldar is the Life and Death civil war with each other. They are at once the same people, and one another's most bitter enemies in every meaningful way.
Life Isldar have listed allies and Death Isldar have listed enemies, but the advantage of the Death Isldar is their flexibility. Even though their religion is murderous and considered amoral by a large number of Regalians, they are commonly found shaking hands under the table with anyone unscrupulous enough to accept the benefit of their power, in exchange for death that will always be caused. Though they have many theoretical allies, contrarily, Life Isldar may sometimes get bogged down trying to please them or persuade them to think of Ellador, when they have so many other needs of their own.
 
==Religions==
* '''[[Draconism]]''': All Life Isldar by default must worship Draconism to be considered Life Isldar. They usually favor Aurora, but are found in every Dragon circle: Regulus and Caius both have important Isldar servants.
* '''[[Evolism]]''': All Death Isldar by default must worship the Glacial, part of the broader Evolist pantheon, to be considered Death Isldar. They prioritize her over the others, but still give favors where they can.
* '''[[Fornoss]]''': Some Isldar, both Life and Death, turn to Neutral Isldar by converting to Fornoss and living with the Velheim or Dwarves. There are not that many, but the number is not unnotable, especially in Hedryll.
* '''[[Baskarr]], [[Estelley]], [[Unionism]]''': There are few Isldar who worship any of these religions, because Baskarr is a homogeneous Asha ethno-religion, Estelley is the religion of the Allorn oppressors that they suffered for converting away from, and Unionism is simply very foreign, far away, and very alien to the Isldar historical narrative. Some Isldar convert away to these religions and become Neutral, but need strong justification.
 
==Isldar Civil War==
The Isldar Civil War is so immensely important that it deserves its own section. Before the Civil War, the Isldar were ruled by an entity that called itself Frisit, the Undead Frost Dragon. Frisit was really a Death God called the Glacial in a Dragon's body, but was pretending very carefully to be a genuine Dragon, and so operated for the most part within the bounds of Dragon Worship. Other than being oddly Death-obsessed and fighting in the wars across Ellador, the Isldar did not have an unusual society for Dragon Worshipers. Magic was relatively rare but still present and un-persecuted since Aurora lacked other Dragons' zeal for their war against Magic, with just a few Dragon-empowered Archon born from older lineages that dated back to Aurora's actual lifetime scattered through the towers in the countryside. Although the Death Isldar in the modern day are fierce necromancers and Death Magic spellcasters who fight with legions of the damned, this is an incredibly modern change that only happened once the Glacial was forced to exist out in the open. Even though they are zealous enemies of Dragons and Dragon Worship, the Death Isldar were basically raised Dragon Worshipers of Frisit until the schism, with their expression of belief only changing as the visible nature of their Goddess did. That the Glacial's deceit could not be discovered for so long was not due to the absence of other Dragons, or supposed naive behavior on the part of the Isldar, but because the Glacial was very, very good at pretending to be a Dragon, and did nothing to betray that belief until she was exposed.
 
Almost all Death Isldar come from the gigantic Isldar moon spire metropole cities built atop the mountains, and almost all Life Isldar come from the rural towers and shacks scattered out in the middle of nowhere. The Isldar Civil War has as much of an economic motivation as a religious one, although the Isldar consider any suggestion to that effect a crude form of insult, and would gladly start a fight over it. The fact is, however, that the more powerful Isldar clans in the cities had a lot of political power because of their closeness to the priesthood of Frisit. Joining the Life Isldar rebellion would have meant giving that all up to live in caves and fight on the run against overwhelming force, on behalf of Dragons they had never met, dying for a cause they were not even sure if they believed in anymore. As such, a sizeable majority of the Isldar population (70-30) belongs to the Death Isldar, even if the Regalian popular imagination would depict it the other way around. The Life Isldar, meanwhile, number so strongly from the rural towers and empty provinces because these lineages were settled well before the Battle at Udillin's Foot and the end of the War, having been so socially isolated that the entire transformation of Aurora into Frisit went completely over their heads, and their oral and written custom preserved direct proper Dragon Worship as held before without interference.
 
If the Life Isldar were to win, it would be their goal to achieve the old ideal from when the Isldar first set out to Ellador. The mountaintops to the Isldar, the mountain depths to the Dwarves, and the valleys to be split between the Urlan and Ailor humans depending on historical custom. If the Death Isldar were to win, they would likely turn any remaining non-Isldar prisoners into Shades or Undead and kill, convert, or expel the Life Isldar, then ruling Ellador as an Empire in the Glacial's image until the day of her prophesied return to greet her worshipers in the world of the living. The Death Isldar like to say that the Life Isldar are complacent cowards who are destroying their own nation with treachery for the sake of Gods who do not care about them and never will, and the Life Isldar like to say that the Death Isldar are mindless agents of a cruel, murderous Death Beast who would drown the world for the sake of their own petty selfishness. Even though the Death Isldar are discriminated in Regalia and the Life Isldar are not, both sides have a point to be made. The Glacial did protect and empower the Isldar for centuries, at the same time as she is a Death God, and her followers are murderers.
 
==Culture==
===Families and Romance===
The Lanlath are incredibly formal about their sense of romance, with a long poetic culture stretching back thousands of years. Considering it in its own way sacred, they are very slow to fall into and out of it, with courting one becoming so complicated as to often be considered arcane or even impossible by outsiders. It is held that they treat their commitments with an uncommon seriousness, as they believe that what is difficult to create is just as difficult to break, thinking that a commitment made casually can be abandoned just as fast. It goes without saying that they are also a deeply monogamous culture. Acts of affection for the Lanlath are usually drawn-out and high-effort, with the amount of time put in communicating the amount of care laying behind. Gifts like calligraphy and paintings that pander to their sense of artistry are usually effective, with anything handmade by the partner being valued well above something purchased from someone else and gifted. Owing to their long lifespan, Lanlath families are incredibly hierarchical around the ruling patriarch or matriarch, whose word is law. Disobeying the head of one's family is considered immoral even if their requests are unreasonable or misplaced, a fact which has written quite a few dramatic poems over the centuries. The larger Lanlath families and especially the Noble houses like to stake a claim to direct lineage from the original council of Princes who dissented against Allorn rule and led to the movement that would become the Lanlath, keeping long and winding genealogies.
===Clothing===
Lanlath fashion is dignified and enrobed. While not necessarily always covering, the focus is more on the quality of the fabric and complexity of the jewelry and draped silhouette, rather than the person underneath. Gold, silver, and precious stones are all used in equal measure to complement the color of the cloth they are paired with, without a particular bias in any one direction. Moreover, the Lanlath do not recognize a distinction between male and female clothing, but do have masculine and feminine forms depending on the occupation of the wearer that may favor ease of movement over extravagance or vice versa. Motifs such as flowers, stars, the celestial bodies, Elven calligraphy, and all else commonly associated with the graceful and fair frequently find a place among their personal styling as pendants or embroidery. The four Lanlath figures in the Starbirth section make good examples of their sense of styling. Philosophically speaking, the Lanlath consider that clothing is supposed to communicate the intended presentation of the wearer: unlike stature or facial features, which are commonly not chosen, one's sense of dress is. Not just concerning itself with whether someone looks subjectively 'good' or 'bad,' Lanlath culture tends to over-read into the implications of a particular clothing selection. If someone dresses to attract like the gilded dresses of the Ithanians and flower-skirts of the Yanar, or intimidate like the tight militant vests of the Fin'ullen and the bare muscle of the Eronidas, this is always taken as an intentional choice made for a reason. As can be imagined, pickier Lanlath may enjoy asking just a few too many questions about others' outfits at parties over wine.
===Art===
Lanlath art has been described as the crossing point between dreamy and vivid, bright colors that nevertheless seem to meld together into a slumbering haze. Most of their cultural works are produced with the brush: calligraphy, poetry, paintings, frescoes, and other paint or ink-reliant mediums as opposed to the statues, etchings, or cast bronze favored by others. The Lanlath school holds that art is intended to permanently capture the emotions of a particular moment for later consumption by others. The character of that moment is irrelevant, whether glorious or tragic, blessed or not, as long as it is something that another could benefit from understand. Many of the Lanlath Archmages are known to have taken this concept one step further, favoring paintings as the anchors for their portals that literally draw one into another realm if understood correctly. Considerable artistry is poured into Lanlath metalwork as well, predominantly the fabled material Nightsilver and all the arms and armor produced thereof, purplish like the midnight sky and shimmering like speckled stars. Equal to the creations of the Eronidas and the Dwarves, Lanlath craft carries a timeless grace that seldom dulls with age or fades with overuse. They make for storied finecrafters and jewelers as well, working shimmering thread and thin chains into complex paired ensembles that tell a story together. As for their poetry, one should not accept an invitation to a Lanlath reading ceremony without expecting to set aside at least eight hours. It is considered a contender with the Isldar style for the finest of Elven production, with the Isldar having a larger output of short poetry and the Lanlath of verbose lays and sagas that span decades of heroics.
===Cuisine===
The Lanlath are predominantly vegetarian, brought on by the fact that their home realm of Lathan does not contain native wildlife save for the Lathan Dove, which they do not hunt. While there are many imported animals of various species, many Lanlath choose to remain vegetarian in Aloria proper, both out of habit and out of a Mana worship-motivated desire not to hurt animals unnecessarily. The Lanlath diet could be further described as sweet, tangy, and floral, with an unusual mixture of fantasy ingredients from different fruits and thick-petaled starchy blossoms that can be ground into meal and baked. Lacking the climate in Lathan to grow anything resembling sugar, they rely on honey or various extracts for sweetener. While usually spiceless, Lanlath cooking is not considered tasteless like the Northern Ailor diet of meat, potatoes, and cabbage, solely due to the creative ways they have devised to use the large range of fruit that grows in their realm. Tea is also considered a Lanlath staple, mostly black tea as opposed to the Sihai green, with different kinds of vanilla root flavors held in tradition: some sweetened, or muddled with bark. Since most Lanlath recipes produce nothing even slightly resembling muscle in those who keep to it, the soldiering and Knightly classes have devised an eclectic combination of gluten-based protein (seitan/mianjin), lentils, oats, and almonds ground into meal to use across a variety of dishes as a means of substitution. A common Lanlath joke goes that the conscription office is an oatmeal cookery that happens to be accidentally staffed by bureaucrats.
 
===Architecture===
Lanlath architecture is considered the pinnacle of elegance without the ostentatiousness of Allorn designs in Daen, eschewing thousands of clumped towers for more attention paid to each one. Since Lathan has never had to face a proper invasion, its glittering citadels lack any boundaries beyond nominal aesthetic walls, sprawling out through the valleys and over the rivers as a seeming part of the landscape itself. Silverspun bridges cross between the upper levels of Lanlath buildings, grand walkways that join the tallest towers, dominating the horizon. Due to the sheer continuity of Lanlath households, it is common for places of living to pass down descendant lines uninterrupted for thousands of years, with multiple generations living in different parts of the same home. It would be impossible for most Lanlath architecture to exist outside of Lathan, purely because of how it is intentionally designed to compliment the ringing mountains that frequently surround their cities. Still, there have been attempts to create Lanlath Quarters in some of the major trade centers of Aloria, keeping to the white marbled material and serene appearance but working around the lack of traditional surrounding aesthetics by obscuring the outer world from view within inner layered gardens.
 
==Recommended Playstyle==
The Recommended Playstyle section explains some easy-to-enter niches that these people of Aloria function well in, or that fulfill their thematic niche. This is by no means an exhaustive list, and Players are encouraged to experiment, but this list should provide either inspiration or a great starting point from which to customize a character further. These Character Designs are guaranteed to provide lots of lore to work off of, and give players groups to interact with from the start.
* '''True Mages''' are common among the arcanely inclined Lanlath, leading to a good character design with investment in [[Magic Point Buy]].
* '''Lanlath Archers''' are held in high acclaim across the Alorian realms, leading to a good character design with investment in [[Ranger Point Buy]] or [[Deadeye Point Buy]].
* '''Lanlath Nobles''' practice their skill with the saber as much as the pen, leading to a good character design with investment in [[Melee Point Buy]] and [[Adapt Point Buy]].
* '''Lanlath Commanders''' are philosophers who chose to render their skill practical, leading to a good character design with investment in [[Command Point Buy]] and [[Chem Point Buy]].
* '''Lanlath Knights''' frequently favor a glaive-and-shield approach, leading to a good character design with investment in [[Melee Point Buy]] and [[Shielding Point Buy]].
* '''Lanlath Paladins''' are trained to put themselves in front of others, leading to a good character design with investment in [[Paladin Point Buy]] and [[Shielding Point Buy]].
* '''Lanlath Healers''' are held among the most capable Magic tenders of wounds, leading a good character design with investment in [[Magic Point Buy]] and [[Medical Point Buy]].


==Trivia==
==Trivia==
* When Lanlath speak Altalar, it sounds antiquated and old-timey to most Elven listeners, caught halfway to Middle Altalar. This sometimes but rarely extends to their use of Common.
To be Expanded.
* The Lanlath are not always verbose, detached, and haughty. There is folk wisdom to beware one of their number if truly enraged, because given how difficult they are to snap, it is nigh impossible to calm them down.
{{Religion}}
* Though distant, Lanlath are deeply perceptive people who are never clueless about evil creeping up around them or people with bad intentions. They are immensely difficult to outwit or mislead.
 
{{Peoples}}
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[[category:Religion]]
[[Category:People of Aloria]] [[category:races]] [[category:Magus Races]]

Latest revision as of 06:52, 30 April 2024

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

Origins

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

History

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

Draconic Nuance

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

Divine Mechanics

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

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

Gods and Goddesses

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

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

Gaia, the Indigo Nature Dragon

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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.

Radical

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

Magic Policy

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

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

Priestly Activities

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

Celestial Festivals

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

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

Rising

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

Trivia

To be Expanded.


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

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