Heylel - The Zenith Empire: Difference between revisions
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Army/Fleet/Flight Traits.<br> | Army/Fleet/Flight Traits.<br> | ||
The military of the Zenith Empire is scattered and in a time of rapid change. After centuries of traditional doctrines, all that once was has been thrown into question. The successor states formed from the Imperial Dominions are now experimenting with new ways of war, represented in the doctrines below. A nation can only choose two of the | The military of the Zenith Empire is scattered and in a time of rapid change. After centuries of traditional doctrines, all that once was has been thrown into question. The successor states formed from the Imperial Dominions are now experimenting with new ways of war, represented in the doctrines below. A nation can only choose two of the Army/Fleet/Flight traits. | ||
Doctrinally Advanced (E)<br> | Doctrinally Advanced (E)<br> | ||
Your nation has put a great deal of thought into the military future of the Empire. You may select an extra military doctrine. This doctrine is not free. This trait merely allows you to select three | Your nation has put a great deal of thought into the military future of the Empire. You may select an extra military doctrine. This doctrine is not free. This trait merely allows you to select three Army/Fleet/Flight traits rather than just two. | ||
Army of Steel (E)<br> | Army of Steel (E)<br> |
Revision as of 16:31, 2 November 2013
Religions
The Arete Draconic is a religious order tied to the origin myth of the Imperial Family, and practiced by several prominent military orders. It worships the mythical Dragons and advocates emulating them as a means of achieving personal enlightenment and agency. The Draconic Virtues - courage, intelligence, patience, might, and charisma - are encouraged and embodied. The religion also asserts the divine right of magic-wielders to rule and govern, and conversely for any ruler to pursue and acquire magical knowledge. Those who truly embody these qualities can become Ascendent Dragons (shortened to 'Ascendent') either in life or posthumously, having become embodiments of the great spirits. They consider themselves the philosophy of Kings and Sorcerers.
The faith's hierarchy, given its focus on independence and self-actualization, is fairly disparate, and many small cults exist across Heylel. Many are organized around either an Ascendent or a holy site associated with the Ascendent's creation. The most holy site of the Arete Draconis is the Dragon's Roost, a great temple sprawling deep underground as a massive congregation of geomantic power, said to be the birthplace of the first Ascendent.
Most Dragon cults are administered to by Dragon Priests, who lead people in the study and honouring of the Ascendents and the Dragons themselves. There are noticeably more female priests than male, owing to the general Imperial favour towards women as religious leaders, though male priests are not stigmatized within the faith, and are not uncommon. The term 'Priest' is used for both sexes, as the Dragons put little stock into the gender of their contemporaries. These priests are expected to practice magic, as well as know the histories of Ascendents and cults, especially ones local to them. Worship sites tend to contain statues depicting the Mythic Dragons and several important Ascendents, sometimes former Emperors. In addition, a Dragon's Oracle may be part of the religious structure, a mage versed in the Umbra who seeks out traces of the Dragons in the spirit worlds, their true home. These Oracles are often powerful spiritualists, and are typically given special alchemical substances to facilitate their visions (and as such can be somewhat eccentric). Living Ascendents may also lead their own cults, with the help of other priests: they are Priests by default due to their enlightened nature.
The central authority for the Arete Draconic, or its closest thing, is called the Assembly. Consisting of elder priests and oracles, this gathering decides on important matters of the faith from its stronghold deep in Dragon's Roost. The core of the Assembly number in the dozen. Admission into the assembly requires the support of an Ascendent and the consent of the standing members; in the event of its destruction, any Ascendent can theoretically establish a new Assembly with general consent of the body of high priests. The Assembly's purpose is to gather the cults to make decisions based on the faith as a whole, and to act as arbiters should schisms arise in debate. Currently, only one Assembly exists, formed by Carmine the Rising Crow four hundred years ago. The Imperial Dragons, however, largely ignore the assembly in favour of their own internal structure, due to the schisms caused by the destruction of the Imperial Family. Due to the size of the empire, one Assembly can't possible control all the cults.
The Arete Draconic has been closely associated with the Empire, and the dragon-kin Imperial Family since its rise to power. The family are considered examples of the Draconic Virtues, and several Emperors and Empresses have been elevated to Risen Dragon status. While each Imperial ruler must earn the right individually - the Arete Draconic praises individual achievement rather than birth - it was generally accepted that all Imperial children would pursue and uphold the emulation of dragons by virtue of descending from them. With the growing weaknesses and frailties of the family, however, many Draconics question the inherent divinity of the family, and insist that the assumption of draconic qualities in them based on their shared lineage with the dragons is a failure to uphold draconic principles. Clashes between the Imperial Dragon cult and the more independent practitioners remained subdued, upheld by the same enforcers who maintained the rules of war in the Empire - many of which were adherents of the Arete Draconic themselves.
With the destruction of the Royal family by the Chosen, the cult's division has narrowed somewhat, many taking their destruction as objective proof that the Imperial Family have failed to uphold their draconic right. Many advocate another Risen Dragon to take the mantle, while other orders take power in the hopes of maintaining it until a suitable ruler is found. A few loyalists seek out heirs to the Imperial bloodline in the hopes of educating and training them in the Arete Draconic, restoring the old line to its former ancient glory. A dedicated few even advocate seeking out the Dragons themselves, in order to empower the orders.
Heylel Traits
Arete Draconic (D): You are a devout follower of the religion of dragon-worship, closely tied with the origin myth of the Imperial Family. You follow the tenants of the faith. This trait allows access to have Ascendent characters.
Imperial Dragons (D): You are a member of the Arete Draconic's imperial sect, which upholds literal dragon's blood as a birthright of rulership rather than simple adherence to Draconic virtues, and the Imperial Family as the mandated rulers of the nation. You may have Ascendent characters with the Dragon-blooded traits.
Dragon's Roost (D): Your nation contains the Dragon's Roost, the great temple to the first Ascendent Dragon. If you possess the Arete Draconic or Imperial Dragon traits, all of your Ascendent characters gain one level. Only one nation my possess this trait.
Army/Fleet/Flight Traits.
The military of the Zenith Empire is scattered and in a time of rapid change. After centuries of traditional doctrines, all that once was has been thrown into question. The successor states formed from the Imperial Dominions are now experimenting with new ways of war, represented in the doctrines below. A nation can only choose two of the Army/Fleet/Flight traits.
Doctrinally Advanced (E)
Your nation has put a great deal of thought into the military future of the Empire. You may select an extra military doctrine. This doctrine is not free. This trait merely allows you to select three Army/Fleet/Flight traits rather than just two.
Army of Steel (E)
Your nation has adopted the way of steel, seeking to bolster its forces with technology from Mikaela and Rafaela. The former Zones may be weak in magic, but still they resisted the Chosen for a thousand years. They must have much to teach.
A nation with this trait can recruit all regular Zone army units. Foreign Intervention or Zenith Imperialist are prerequisites for this trait.
Fleet of Steel (E)
Your nation seeks to build a regular navy for the Empire using the technology of Mikaela and Rafaela. For too long has the Empire ignored the seas.
A nation with this trait can recruit regular Zone naval units. Army of Steel and either a conquered Zone industrial port, or a completed military exchange treaty with a Zone nation are a prerequisite for this trait.
Flight of Smoke (E)
Your nation seeks to build an air force of zeppelins and biplanes for the Empire using the technology of Mikaela and Rafaela. Since the end of the Chosen, no one has soared further or higher. The Empire will not stand in their shadow forever.
A nation with this trait can recruit regular Zone aerial units. Army of Steel and either a conquered Zone industrial center, or a completed military exchange treaty with a Zone nation are a prerequisite for this trait.
Army of Spirit (E)
Your nation has adopted the path of spirit, teaching that through rigorous training the ingrained potential of common soldiers can be unlocked, granting them the powers of supernatural martial arts.
A nation with this trait can recruit Army of Spirit units. Monastic Tradition or Zenith Populist are prerequisites for this trait.
Army of Bone (E)
Your nation follows the way of bone, raising the dead of the past to fight for the future of the living. The world of Arth has so many dead, and war is sure to make more; this is only efficiency.
A nation with this trait can use Army of Bone abilities. Ancestral Tradition or Zenith Traditionalist are prerequisites for this trait.
Flight of Wind (E)
Your nation follows the flight of the Wind, using wings to carry its warriors to war. The Chosen ruled the sky, and this the world. By taming the beasts of the air the Empire will better them.
A nation with this trait can recruit Fleet of Wind units. A Flying Creatures trait is a prerequisite for this trait.
Fleet of Waves (E)
Your nation follows the whales as they roll through the waves. Why build artificial machines to sail above the waves, when there are creatures with a lifetime of experience swimming under it.
A nation with this trait can recruit Fleet of Wind units. An Aquatic Creatures trait is a prerequisite for this trait.
Army of Gold (E)
Your nation treads the path of Gold, seeking to elevate the magical devices and practices of the Empire to untold heights. Let the Jibrilites play with their Thaumatic toys; let the Zones cough in the smoke of their oily machines. You will seek a path above them all, one paved by the golden light of an ascendant magic.
A nation with this trait can recruit Army of Gold units. Note that many Army of Gold units have additional prerequisites for construction.