Religions in Asmythe are based on real and physical beings with demonstrable power, the Elder Dragons, in eternal slumber whose dreams create reality. Religious practice in Asmythe is based on the power of self and the development of physical and mental discipline.
Each of the Elder Dragons, commonly known as Eldragon, are associated with a set of emotions and manifest in the world through these emotions. Dragon priests gain power from the Elder Dragons when they experience these emotions.
The Eldragon manifestations are ethereal and shapeless; they have no physical form or ego of their own. Yet through the thoughts and actions of the Dragon Priests they have acquired physical appearances. These physical metaphors vary as greatly as the Elder Dragons themselves; some are human or humanoid, some are animal, some are elemental, and most are a combination of each. The priests don't agree if these manifestations are facets of the Elder Dragons themselves, or apparitions created by the minds of the priest attempting to understand the ineffable.
Although Elder Dragons are universal they tend to attract disciples of a particular race, nation, of disposition. The Elder Dragons themselves aren't particular about race or nation but the races and nations are particular about their Elder Dragons. Each nation usually gives patronage to one of the six families of Dragon, the "dragon domain". These dragon domain are, in turn, aligned against each other.
The six families of Eldragons are aligned in three oppositions. Elder Dragons and clerics of each dragon domain are eternally in conflict with the Elder Dragons and clerics of the opposed dragon domain. Only Acedia is neutral.
|Health Domain||Pain Domain|
|Wisdom Domain||Ambition Domain|
|Nature Domain||Industry Domain|
Health, Life Domain
Characters following this domain promote health, welfare, and propagation of life. The health domain is associated with the afternoon hours between mid-day and dusk.
Pain, Death Domain
Characters following this domain inflict pain, kill, and destroy life. The pain domain is associated with the deep night, between midnight and dawn.
Wisdom, Selfless Domain
Characters following this domain put nature and the happiness of others above their own. They help all people, even those they don't agree with and expect no reward for their actions. The selfless domain is associated with the morning hours between dawn and mid-day.
Ambition, Selfish Domain
Characters following this domain strive to become the best person they can, the richest, smartest, strongest, and most powerful. They will gladly help others, when the reward outweighs the effort. The Selfish domain is associated with evening between dusk and midnight.
Nature, Fate Domain
Characters following this domain believe in the wholeness of the universe, and that individuals are pawns in the grand design. There are no coincidences and nothing is random. Followers of the fate domain "go with the flow" and will actively support and encourage the natural flow of the world. "Everything happens for a reason and we are not here to judge the way of the dragons." The fate domain is associated with the dawn and the sunrise.
Industry, Fanatic Domain
Characters following this domain are dedicated to a single purpose at the expense of all else and, usually, the prosecution of those not aligned to the purpose. The specific purpose will vary greatly by but is always building or creating something "greater" than the clerics themselves. They seek to change the world into a design of their own choosing and nothing is more important than bringing about that change. The fanatic domain is associated with dusk and the setting sun.
The elder dragons are each infinitely powerful and also have a tendency toward specific aspects of thought and influence.
TN -- Apathy,Boredom,Depression,Indifference
CN -- Despair,Anguish,Dread
LG -- Awe,Wonder
Arwenna represents the manifestation of magic and the Forge and a connection to the other realms. She is the highest and most pure realization of knowledge and magical prowess.
Symbol -- Arwenna's symbol is a twelve-point star-burst in gold and silver.
CE -- Hatred,Loathing,Rage,Fear
CG -- Passion,Arousal,Desire,Lust
LN -- Disappointment,Annoyance,Frustration
NG -- Happiness,Contentment,Gratitude,Satisfaction
LN -- Boldness,Fearlessness,Pride
LE -- Contempt,Disgust,Pity
CG -- Joy,Ecstasy,Euphoria,Pleasure
CN -- Panic,Anxiety,Hysteria,Worry
LE -- Shame,Regret,Remorse,Embarrassment
NE -- Sadness,Sorrow,Suffering
NE -- Grief,Guilt,Loneliness,Misery
CE -- Terror,Shock,Surprise,Horror
Rus'Ker is often associated with death and dying, especially in a gruesome and unexpected way. Disciples of Rus'Ker also defile the dead and more than any other priests make use of undead minions.
Symbol -- Rus'Ker's followers identify themselves with the image of a cracked skull painted red on a black background, the eyes are starbursts of pure white.
NE -- Anger,Angst,Hostility
LG -- Love,Affection,Hope
NG -- Curiosity,Interest,Excitement
NN -- Envy,Jealousy,Shyness
See also: Cosmology
An elemental is any create from any plane other than Asmythe. Usually Dragon Priests don't have the power to summon elementals, except from some conceptual planes. But since most elementals are sentient they can be affected by dragon magic.