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Concordian Documents - Chrisma Of The Argonas

From Esterrapedia

Chrisma of the Argonas

A treatise on the faith of the Dendarri Peoples

Penned by Count William Talbot of House Whitefeather, Envoy to the Concordian Ambassador, Summer 223AE


Before any other words are put to paper I first wish to prostrate myself before the faithful of the Divine Spheres. The words I will present here are those of individuals who have been kind and forthright with me, they have acted as a guide through their faith to me and have rarely been duplicitous with me. They are in all ways heretics and blasphemers but this text exists so that we might better understand their misguided ways in the hopes of finally returning them to the great travel. While I have arranged these words, added my own commentary and clarified where required, the faith and belief is not mine. I am, as always a loyal follower of the Spheres and know that I act in the manner of Stallia in presenting these truths to you.

  • Count William Talbot of House Whitefeather

The Argonas

“We believe, much as you do, that there is no one coming to save us. That the Chrisma must stand alone. The difference occurs because you believe that you must only rise above your own weaknesses to be saved. We know we must save ourselves because there are forces out there greater than any mortal that wish for nothing better than to see us fail.” - Enchained Kristos

The people of Dendarr refer to their religion as ‘The Argonas’. The Argonas is part-myth-of-creation, part-national-calling and part-apocalypse. It enthuses every part of Dendarri society to some greater or lesser extent and has been with them for thousands of years.

It places humanity in a millennias-old rebellion against ‘the gods’. Notably, it places all of humanity in this rebellion, not just the Dendarri . In this mortal life, humanity is required to share the knowledge of The Argonas, to grow powerful as a whole, to understand new routes to might and arm itself. Individually, followers of The Argonas (referred to collectively and individually as the Chrisma) are taught to grow physically strong and agile, to care for their bodies, to cultivate wisdom and intellect alongside cunning and an internal hatred known as ‘Echthra’. Any who have been anointed into the Chrisma will, after their death, join the vast army of humanity in the afterlife, where they hold the line against the vengeful gods who seek to destroy their lost creations.

This religion is held across Dendarr to some greater or lesser extent by all of its people. Its nature as an apocalyptic tale that speaks of self-improvement and community strength makes it quite persuasive. The lack of a divine saviour or redeeming force places the agency on the would-be Chrisma which, while intimidating, empowers the individual to make change in the world and beyond. The faith is also quite allowing dalliance into foolishness, want and temptation. Individuals can become corrupted, lousy with sloth or simply unlikeable, as long as they continue to improve themselves and understand that any time spent waiting or distracted weakens their future self in the afterlife. As such the priests of the Argonas are quite forgiving, often providing demands on prostheletising, athletic improvement or study as punishment for failing to meet expectations or laxing in duties.

From my experiences in Kameiros, the people are joyful, driven and forward. The Argonas teaches that now is also the time to love, to live and to celebrate. For once death comes for you, you will be placed in a war that humanity cannot pause from. As such life is also the time to have festivals, to drink and to be merry, provided one is ready at the athletic grounds in the morning.

The Myth of Rebellion and the War

“Hubris is the ultimate failing of the gods, one we have made them pay dutifully for. We cannot afford to hold that same failing in our own hearts. Each of the Chrisma must remember, we are but motes of dust before them. We must stand arm-in-arm to have the Strength of the Argonas, or we are nothing.” - Enchained Kristos, speaking at the festival ‘Khaos Vendekotos Mal'

What follows is my rough retelling of the myth of the rebellion against the gods (confusingly also called the Argonas, as the current Argonas is but a continuation of that) and the current understanding of the war against those ‘beings’ that once controlled humanity.

Two thousand and nine years ago, humanity was both the belonging and servant of The Gods. It was our role to act as the individual cogs and measures of existence. In a sense we were fundamental to the day-to-day motions of this pre-Argonas existence. We were the pieces on the play board, we were the currency in their coinpurses and we were the meals upon their plates. Humanity and The Gods had existed in this role for times unknown but more and more the gods had needed complex tasks completed from its servants.

First they had asked humanity to play music, so that they might better relax among the stars, and in doing so they blessed us with the ability to perceive the world and understand it in our own being.

Then they asked us to fight each other in a manner that was not just the effect of wave upon wave. In granting us the value of our own actions, they allowed us to separate ourselves from the world. To judge things in relation to ourselves and to understand self.

Finally, they asked us to help them overcome their own concerns. To act as advisor and confidant. When one god bickered with another they used their servants to scheme their responses. When one god lusted for another, they needed their servants to question them to ensure they were not simply enthralled in the whims of the body. In granting us the ability to question, they severed our obedience. If we could question we could disagree. If we could disagree, then we could rebel. If we could rebel then we could flee.

So foundational was the schism in this moment that it broke perception and existence. Humanity fled into the games and tests of The Gods. In these games they found solace; what was once the pen in which The Gods watched their thinking and living pieces play became a place where those pieces could live unhindered. Such was the magnitude of this rebellion that this playspace, this gaming board separated from the land of the gods and became the mortal sphere as we know it. A place that, prior to two thousand and nine years ago was directly within the land of The Gods (what we know as ‘The Null’).

But The Gods were not content to allow this understanding of existence to remain true. They were beasts of unimaginable power, but also unimaginable contempt. To shift the levers of existence, to create new existences and to fathom them was tiresome and banal. All their other creations had been left to gather cosmic dust, such was their reliance on Humanity. Like a smith whose favourite hammer was stolen, they were furious. They sought to regain the lost obsequence.

In this initial time, this space of betrayal immediately followed by rebellion, Humanity spread and flourished upon the game board. They were driven in their being to flee, a feeling of being hunted present in every soul. This wild migration dispersed the knowledge of The Argonas, but also lost it. In time the understanding became fractured and misunderstood. It became misremembered by a hundred other names and became a thousand faiths. In time The Gods would discover where their tools had fled to and Humanity had no defence.

The first God to discover hidden humanity was Atros, the Sun-Master. When he cast his gaze over the playing board and discovered humanity, hidden there in ignorance, he cried out in joy. All he had to do was gather up these pieces and all would be as it was. But in his jubilation his attention was squandered. The hero Dendarr stole a piece of the Sun from Atros and brought it back with him to the Mortal Sphere, leading to the creation of fire. Wracked with embarrassment Atros did not reveal his discovery to the other gods until many hundreds of years had passed on the Mortal Sphere. By this time humanity had begun to mass once again in the land of the Gods, stealing from them artifacts, secrets and stabbing at their divine forms with their tiny souls.

This state of events has continued for hundreds of years since. Humans who are marked by the Argonas become members of the Chrisma, destined to join the armies of Humanity in the land of the gods. Those that are not Xilos (Dendarri for heretic, literally meaning ‘Unmarked’) are instead doomed to return to the service of the Gods for an eternity as a grain of sand in a divine hourglass, as an ever singing music box or some other cursed servitude. Those of the Chrisma hold the line, for as long as they fight, all of humanity can exist in peace in the land that was once the game of the gods. Perhaps in some impossible future the Chrisma will triumph, but for now it is enough to preserve this one life of freedom.

The Tyrant Gods

The Chrisma acknowledge nine Gods within their pantheon, although it goes without saying that is not a pantheon of worship, moreso a record of enmity.

Atros, The Sun Master

Atros is depicted as a muscled man with glowing skin, a clean shaven face and burning eyes. Tales of his exploits are used to teach humility, vigilance and restraint as The Sun Master often blunders into atrocity through over estimating his power or attempting to resolve problems through applications of flame. Atros is said to be the single god most focused with the repatriation of humanity. His agents are known as Sakreos, humans with flaming skin and burning eyes.

Havek, The Metal Bull

Depicted as an obese oxen whose skin is a patchwork of differing metals. Havek draws its power from gluttony, self-service and greed. The tales of Havek are often comical ones where the Bull engorges itself on food, wine or gold and is unable to complete basic tasks to save itself. These teach against the allure of wealth and personal aggrandisement while also encouraging discipline and charity. When Havek acts in the world, The Bull corrupts the hearts of humanity against each other.

Xiphos, The King of Candles

The keeper of time, Xiphos is stylised as a waifish figure clad in a dust gray robe with a mantle of candles across its shoulders and cloaked in melted wax down the spine. Xiphos is characterised as an insidious force that steals time from humans. He is the quiet voice in your mind keeping you wrapped in apathetic darkness, one that forestalls plans and allows the candle of your soul to melt. The most common involvement of Xiphos in the world is ‘Xiphotes’, a children's monster that is used to blame all sorts of annoying maladies on, such as the loss of a useful tool, time delays or poor weather. For adults the predation of Xiphos is blamed on the insidiousness of melancholy that can grip any mind.

Nemina, The Pale Moon

Nemina, The Pale Moon, is often depicted as an ethereal figure cloaked in shimmering silver robes, with a face veiled in mist. The moonlight that radiates from her casts an eerie glow, inspiring both awe and trepidation. Legends surrounding Nemina warn of the dangers of unchecked vanity and the pursuit of everlasting beauty. She is known to test mortals' resolve by granting them otherworldly beauty that fades with time, teaching the importance of inner virtues. Her agents, the Luminal Maidens, are said to possess an unsettling, captivating charm that draws mortals into their orbit.

Taivillian, The Quiet Thunder

Taivillian, The Quiet Thunder, is a harbinger of chaos, draped in shadows and surrounded by an aura of unsettling stillness. The tales of Taivillian revolve around the exploitation of fear, uncertainty, and the erosion of trust. Mortals who encounter Taivillian’s agents often find themselves facing situations where their deepest fears are weaponized against them, leaving them broken and shattered. Taivillian's malevolent touch sows discord by planting seeds of doubt and suspicion, ultimately unravelling the fabric of communities and alliances. Under Taivillian's influence, silence becomes a weapon to tear down foundations and amplify the cacophony of despair.

Zetinas, The Hawk Warrior

Zetinas, The Hawk Warrior, is a predator god who revels in bloodlust and conquest. This deity takes the form of a monstrous hawk with talons of obsidian and feathers that darken the sky. The stories of Zetinas depict scenes of ruthless dominance, where the weak are exploited and the strong are rewarded. Zetinas's agents cultivate a culture of ruthless ambition, seeking power at any cost and leaving a trail of devastation in their wake. Zetinas lures the warriors of the Chrisma into bloodlust and madness, while also promoting the false belief that an individual's worth is only found in their sword arm.

Lorkadron, The Growing Death

Lorkadron, The Growing Death, appears as a colossal, decaying figure draped in rotting vegetation, its outstretched hands embodying both decay and the insidious spread of corruption. The tales of Lorkadron emphasize the destructive aspect of growth and rebirth, where the emergence of new life is fueled by the decay of the old. This deity is portrayed as a malevolent force that fosters overgrowth, choking the balance of ecosystems and driving them to collapse. Lorkadron's followers learn to wield the power of decay to sow discord and unravel the delicate fabric of existence.

Falx, The Twice Lied

Falx, The Twice Lied, wears a mask of deception, shifting between silver and gold to reflect the dual nature of falsehoods. The stories of Falx centre around the manipulation of truth, ensnaring mortals in intricate webs of lies and half-truths. This deity is known to present mortals with illusions that distort reality, compelling them to question their own sanity and grasp on the world. Through these trials, Falx's teachings cultivate a culture of deceit, where manipulation and misinformation become tools to undermine trust and sow discord.

Shevinax, The Master of Fate

Shevinax, The Master of Fate, is a malevolent enigma, a shrouded figure that embodies the manipulation of destiny. Portrayed with a cloak of shifting shadows, Shevinax's motives remain unfathomable. Tales of Shevinax tell of mortals who are offered twisted bargains, their desires fulfilled at a steep price. Shevinax revels in the torment of choice, leading mortals down paths of destruction while convincing them they are shaping their own destinies. Those who unknowingly serve Shevinax become pawns in a cosmic game, their lives ensnared in a web of predetermined malevolence. It is said that Shevinax is the only god still playing the game that the Mortal Sphere was made to be, enabling it the ability to corrupt and mislead humanity on a fundamental level.

The Tenets of the Argonas

“Swear your allegiance to the Argonas, embrace your destiny as a Chrisma, and let the heroic spirit of the Dendarri flow through your veins.

In the realms beyond this mortal existence, you shall stand as a stalwart defender of the Chrisma, engaging in eternal battle against the deities who seek to shackle us in chains.

In this fleeting existence, you shall commit yourself to the relentless pursuit of knowledge, the sculpting of an indomitable body, and the nurturing of a resilient soul, all in preparation for the boundless challenges that await in the next life. When I am able I will provide guidance to others along this path.

Live this life with unbridled passion and completeness, for it is a precious gift bestowed upon you by fate.

With unwavering vigilance, you shall stand as a bastion against the omnipresent forces of the Tyrant Gods, resisting and opposing them wherever they dare to manifest their oppressive presence.

Do you swear this, by your precursors, by your soul and in the sight of all those gathered here?" - The Oath of the Chrisma

The oath above encapsulates the main tenets of The Argonas; service in the afterlife, self improvement in this life, living this life fully and vigilance against their vengeful gods.

The first tenet underpins the entire faith. It assures the Dendarri of their future and also makes them dynamic here in the present. There is vanishingly little detail about what this afterlife (and its conflict) are like aside from flowery prose. It is broadly understood that it is both a physical conflict and a battle of the souls. I, as an outsider, have been entirely obstructed in my attempts to learn specifics.

The second tenet affects daily life of the Dendarri the most. Most fervent Dendarri are engaged in some private project of self improvement at any moment. In my time in Kameiros I have seen many rise early and attend any number of athletic fields, called Teximos. I have seen others who take lessons outside their working hours, even well into adulthood. This experience is not universal and there are certainly many who let their obligations to the second tenet lapse. But they are often reminded by a disapproving visit by a local priest who will prescribe a change in study and often add punitive service at a local temple in addition.

The third tenet infuses the Dendarri people with energy and loss. This life is to be lived and so there are rarely any pleasures or dalliances that are forbidden. The only exception to this being where overindulgence impedes the second tenet. As such the Dendarri people live openly and loudly. Relationships are things of passion (be they open or private), festivals are debaucherous and wild. But this also brings a great sombreness to death. Recognition that death is the end of freedom and the beginning of servitude creates funerals that remind me of soldiers going away to a foolhardy war rather than the celebration of a life.

The fourth tenet is the most concerning to the teachings of the Spheres. The Dendarri believe that their Tyrant Gods seek to weaken them here in the Mortal Sphere, sending corruptors, assailants and maladies. This tenet teaches the Dendarri to oppose them violently, with likely disastrous consequences for their souls. Even on a mundane understanding, I fear they are likely to apply ‘divine’ reasons for mundane concerns, perhaps leading to greater ignorance or danger.

I know there are other oaths which in turn contain their own tenets, such as the oaths sworn by the priests of the Chrismas and by their holy warriors known as Vandekotos. But such things are forbidden to be revealed to outsiders. The influence of the second tenet at work.

Being of the Chrisma

The Argonas is present in the lives of the Dendarri from a young age, where the process of personal study and growth is instilled through the presence of priests during schooling. But a person truly becomes a member of The Chrisma no earlier than their twentieth year. The understanding is that the Dendarri rebelled against their gods and it is wrong to force others into this rebellion. Only someone of sound mind and full acceptance can enter the Chrisma. Many will swear the words on their twentieth birthday, but many also leave Kameiros around this time as well, rebelling against the faith of their precursors as young people do.

I have asked the Enchained Kristos what happens to those individuals who are simple of mind from birth or through injury, or children who fall ill or perish through accident? Chillingly I have been told that these souls are doomed to return to the service of the gods and that the Dendarri will mourn them but will not force them. This abandonment of thousands of the most innocent to eternal torment, even by their own heretical faith, let alone ours is the greatest tragedy of the Dendarri people.

Most Dendarri visit a temple or priest once or twice a month. They make simple offerings (which appear mostly to support the priests and the temple's function, rather than anything divine) and meet with a priest. I have been unable to attend any of these meetings or have any of my own (impossible to do without joining The Chrisma) but have been told that in these meetings members of The Chrisma will discuss any of the four tenets. Mostly they discuss the second and what they are doing to improve themselves. Priests may offer guidance in finding new areas of growth, methods to overcome barriers or make introduction to new teachers and students.

There are few public religious festivals, with the largest religious gatherings appearing to be ceremonies, often oath taking, marriages or funerals. These are personal events calling forth rarely more than thirty individuals and are led by a Priest. It appears in all that the day to day presence of The Argonas is a personal one, rather than a public one.

There are particular roles within The Argona that transcend The Chrisma, some of which have already been mentioned within this text. I am suspicious that there are more of them but I have been able to identify the following:

Alysidas - ‘Enchained’

Alysidas are the priests of The Argonas. Knowledgeable individuals who appear to undergo much training. They reside within the fortified temples in each settlement known as Epifovu. Alysidas perform the functions of The Church as detailed above. I have asked why they are referred to as Enchained, since it appears in conflict with their role, but have received little information in return.

Vandekotos - ‘Hunting Ones’

The holy warriors of The Argonas. The Vandekotos take additional oaths and begin their war against The Gods in this life rather than the next. Only the greatest warriors may take this oath, since their role carries them widely. They seek out agents (both mortal and divine) of The Gods and destroy them. The greatest among them pursue and kill Heralds, one of the greatest blasphemies I have ever considered.

Triaminite - ‘Wandering Flame’

A rare thing within Kameiros and a secret thing I believe I was not meant to learn of, Triaminite are the wandering preachers of The Argonas. It is their duty to travel far and attempt to reveal to others the truth as the Dendarri know it. They are often marked by their symbol, a flaming hand. We should entrust this information to The Church, as it is likely these wanderers have made their way to at least Lerona Mere, if not further.

Responsibilities of Kings and Queens

The royalty of the Dendarr are also burdened with religious duties, as is common throughout the world. However this duty is far more protective than glorifying. It is the duty of the royalty to protect their lands by any means. The Dendarri know that The Argonas is not followed widely, and to lose this homeland would disadvantage their war against the Gods. As the stewards and protectors of these mortal places, the Kings and Queens must ensure a safe flow of powerful, intelligent and fearless warriors to the battlefield of the dead.

Conclusion

In conclusion, The Argonas is a complex and deeply ingrained belief system that I find deeply troubling. Their commitment to rebelling against what they call the Tyrant Gods, and their relentless opposition to these deities even at the cost of their own souls, raises serious concerns.

The Argonas encourages living life fully while always being aware of an eternal battle after death, creating a paradox of joy and somberness. Their gods, embodying vices and challenges, serve as cautionary figures, yet the faith's tenets carry a heavy burden of fear and distrust. The concept that those unable to choose the faith are condemned to servitude is deeply unsettling.

While respecting their dedication, I cannot overlook the many troubling aspects of their faith.

- Count William Talbot of House Whitefeather