Church of the New Dawn (Ne-Paul-Is)

Napalis - Herald of the Dawn - NG

Liberation, Life, Sun

Napalis’ inception can be traced back to the liberation of Berusia from its vampiric overlords in approximately 2330. Religion from Elderia was injected into the various cities of Berusia to help purify the lands and restore faith in the peoples of the land. However, the deities here only offered tangential relief and did not accurately help assuage the people’s fears. New faith began to arise in the form of a sun deity due to the common belief that vampires were sensitive to the light of the sun. Additional beliefs would become part of this new faith as many wished for a deity to simply be the complete antithesis of the vampires that had long lorded over the people of Berusia. Napalis, named after the Berusian term for sun (‘Nap’) would be born as a representative of Berusia. Sun and light would be his primary areas of concerns while also claiming dominion of life and liberation for the people, representing the opposite of undeath and the subjugation they had suffered for nearly three hundred years.
  • Domains: Fire, Freedom, Grave, Life, Light, Order, Twilight
  • Oaths: Devotion, the Crown, the Watchers, Vengeance
  • Sanctioned Orders: Apostate, Marshal, Witch Hunter
 

Symbols of Napalis

  • The most common holy symbol is a silvered broach that depicts Napalis’ iconography of a blazing sun sectioned in half and paired with a blazing fire.
  • Precious stones red in colour, such as rubies, are considered symbols of Napalis.
  • Carrion birds such as crows and vultures are seen as animals of Napalis as they seek out and guide his followers to the dead, or undead.
 

History

 

Dogma

 

Home Plane

The faith of Napalis was created on Kaidryn in response to the collective prayers and beliefs within Berusia. From there his divinity was made known through contact with many of those who had wished for his existence, proclaiming Berusia as a realm under his protection. His home plane is that of Nirvana, the great wilderness and sanctuary of enlightenment.

Appearance

Napalis is a mostly humanoid figure with the features of a male individual that are most often likened to that of a genasi of fire. However, unlike the plane-touched his form is instead composed completely of white flames that radiate an intense heat. His garb resembles that of a traditional knight and bears the holy iconography of Napalis himself; the simplified crest of a star split in half by a flame. In addition, the deity bears numerous weapons many of which are made of silver for its common belief that such metals are more dangerous to the undead of Berusia. Other simple weapons such as stakes, holy water and other rudimentary means of combat also adorn his belt.

Relationships

 

Temples and Shrines

 

Regions of Popular Worship

 

Followers

Those who follow Napalis generally come from the heavily populated cities of Berusia. While the faith does exist within the more rural settlements, there is still a heavy mix of older deities.
  • The holy symbols worn by followers of Napalis are generally those depicting the flame and sun of Napalis. The symbol is most commonly made of silver.
  • Individual followers are expected to pray to their god in the morning as the sun rises and in the evening as it sets. These prayers are said to ensure the sunlight is unfaltering and returns the next day.
  • Ceremonial meals or gatherings usually open with a glass of holy water all are expected to drink. It is commonly believed that vampires and their thralls would react negatively to such exposure.
  • The practice of healing magics commonly considered necromancy, is instead considered evocation. This does not extend to the practice of returning life to the dead in any form. The faithful of Napalis are burned after their passing, so that their body and soul are allowed to rest eternally.

Tenets

  • A divinity that claims dominion over undeath is but a false god.
  • The dead are gone and should only return after their time in purgatory.
  • Train and guard thy mind so ever it is your own.

Virtues

  • Order. All things have their place. If they are out of place, correct them.
  • Temperance. Let not ferver dominate your will. Moderation in all things.
  • Resolution. Resolve to perform what you ought. Perform without fail what you resolve.
  • Justice. Wrong not the natural order, and give yourselves to its benefit.

Sins

  • Practicing Necromancy and returning the dead to life or unlife.
  • Enforcing one’s will on another through means of magical force.
  • Consorting with the undead, especially vampires

Piety Progression

Type
Religious, Organised Religion

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