Tezoth

The great judge, justice personified, the manifestation of the sun itself, Tezoth rules the Shadow Isles from the glittering spires of Dominion, the largest island nation of the Shadow Isles where his influence is the strongest. Devotion to Tezoth permeates every aspect of Dominion life, and his is the ultimate authority.

His scales shine an illustrious gold, in stark defiance to the darkness that threatens his lands. From his great sanctum he contemplates far-reaching dilemmas, never personally intervening, choosing to instead spread the word of justice and redemption through knightly proxies.

Name: Tezoth, the Sunray

Colour: Radiant, luminescent gold

Mark: A gold, serpentine dragon whose tail spirals into a stylized sun, radiating light. Some interpretations also have wings.

Tezoth
  • Originally Posted: April 19, 2019
  • Last Updated: March 5, 2023

Contents

Territory

The collection of islands known as the Shadow Isles and the still haunting waters of the Ghost Sea. In addition to Dominion and Nitrem, the major political powers within the Shadow Isles, the area also includes the islands of Sordestead, Acasă, Zenithstrand, Bileostrav, and Porto Seguro.

Appearance

“Magnificent in every way, a great gold serpent exploded from within the mountain. Its maw a fearsome collection of serrated diamonds and its scales blinding us at sunset, the wyrm more than made up for its lack of wings by using its rippling mass to propel itself high above the forest floor. Awestruck by our unforeseen encounter with what we believe to be a Firstborn, each of us touched by reverence, we continued with new purpose…”

Tezoth’s true form is wingless and massive, spanning fifty meters from end to end, and measuring fifteen meters in height. The dragon’s body is flawless and serpentine but for four sharp-clawed feet. Despite his colossal size and lack of wings, he is fully capable of flight, gracefully undulating through the air in much the same way as a snake moves through water. His golden scales glow with a natural warmth as if lit from within, their radiance visible even against the backdrop of the noonday sun, and are meticulously kept polished to brilliance. In times of need, or should the Sunray require the focused brilliance of the sun, multiple polished scales along his form flare upwards like petals on a flower, reflecting the sunlight and increasing the magnitude of its power. These sunbeams can be focused at his will, searing beams capable of scorching the Arthos and obliterating those that fear the light of the sun.

On his head a pair of citrine coloured horns sweeps up with a slight s-shaped curve, and spines of the same colour travel down the full length of his back, ending at the flared tip of his tail. His eyes are the purest white, devoid of pupil, but those that have stared into them  speak more of warmth than of wrath.

On land or in flight, The Sunray casts no shadow.

When the need is great, the Golden dragon will take a mortal form and walk the streets and lands within his terrority. Unlike many of his fellow firstborn, he does not hide behind illusionary disguises or subterfuge. To see the human form of Tezoth leaves no mistake that one is in the presence of astonishing power.

Untouched by the bitter cold of the Northern climes and cruel sea, he travels wearing nothing but a battleskirt, made of purest white leather, trimmed in exquisite gold plating and filigree. Neither does the Sunray wear a shirt or shoes – his skin, bronzed with the colour of desert sand. He feels neither the chill of frost on his hairless chest nor the bite of sharp stone on bare feet. His moves are made with utter authority and surety. It said that even the blind can feel the very aura of his coming, and find themselves bowing in deference as he passes.

Aside from his battleskirt, Tezoth only permits himself one other adornment – a golden mask. Devoid of any trace of emotion or intention, the mask shows only a simple and calm humanoid face and wide, observant golden orbs for eyes. The only unusual characteristic of the mask is that it seems to grow out of the very flesh of the dragon. No hooks or string secures it in place, and Tezoth’s hair, made of actual gold, cascade down across his scalp and end in a long, clean braid at the center of his back.

Though possessing an almost palpable aura of radiant splendor, the actual physical form of Tezoth is unremarkable. He stands not a hair taller than five feet and nine inches, and his exposed speaks of neither a creature of great strength nor one gone soft, or aged. His physical stature is, at best, flawlessly average.

It is worth noting that Tezoth has never been seen carrying a weapon in his mortal form, regardless of hostile surroundings. In truth, there is no need. When confronted, he can call into existence a suit of bulky, reinforced golden armour, not entirely dissimilar from that of a magical construct. When so encased, his golden arms become glimmering mirrors. They are utterly indestructible, and reflect magic as easily as ray’s of the sun. But to those unfortunate enough to see their reflection, visions of judgement consume their minds. Every detail of every ill deed committed is remembered with unerring accuracy. This is but a precursor to the true power of this mortal form.

Tezoth, and he alone among the firstborn, is able to utilize his dragon breath while walking as a mortal. By removing his mask, the Sunray stares at the unexpecting foe and expels the full fury of his judgement, leaving all the unjust before him as ash in the wind.

Passions

Although the followers of Tezoth typically make offerings in the form of gold, gems, finely crafted works of art, and other valuable items of great beauty, the offerings Tezoth prizes most highly are those items of value given as evidence of good that a follower has done in the world. While a true follower of Tezoth cannot request payment for upholding justice they are also forbidden to refuse it if offered, no matter how great or  valuable. This offering is considered to be accrued to Tezoth himself and is to be given to the the Sunray in full. However should the aspiriant deem the gift was more than the offering party can afford or more than their deeds are worth, there is recourse. In cases like this the Aspirant may, and is expected to, refund the excess from their own pocket. Should the value of the payment be not obvious than it is up to the Aspiriant to determine the value and, if necessary, remittance to the individual who gave it. A story is told of an aspiring Dragon Knight who saved a family from marauding bandits. The farmer, in his gratitude, offered Tezoth the coin he had saved for next seasons seeds. The Aspirant, realizing this would force the farmer’s family in starvation, took the offering and gave it to Tezoth then, from his own coin pouch, replaced the cost of the man’s seeds minus 2 gold. This is what he believed to be the value of his deed.

Indeed this expectation is carried over, not just in the deeds they do for others, but in their everyday lives. Payments for working jobs that are aligned with the temperaments of Tezoth’s justice are to be delivered to his horde. This ensures that the horde of Tezoth grows as good and just deeds are accomplished in his name yet those who would give beyond their means are protected.

Temperament

“Justice without honor is vengeful.  Law without mercy is cruel. Compassion without limit is deadly.”

Noble, just, and compassionate, Tezoth’s ultimate goal is as simple as it is ambitious: a land built upon the splendour of his Sun, whose people conduct themselves with honour and integrity. Acting as a judge and guide for the mortal races, he inspires his followers to work toward this goal by following his example, bettering themselves and the world around them with each passing day. Toward this end, Tezoth places heavy focus on the concept of redemption, with the bright future he envisions being one achieved by guiding others towards his radiance and showing them a better way of living, inspiring them to be better people themselves.

Tezoth respects all things that the Sun gives life, and seeks to prevent its loss whenever possible with a strong preference for finding diplomatic solutions to conflict and avoiding any degree of unnecessary bloodshed. When violence is the only way to prevent further loss of life or the widespread suffering of innocents, Tezoth considers the decision to end life as one that should never be made lightly and only when the balance of lives saved outweighs those which would be lost. He is always willing to offer forgiveness to those who are willing to earn it, but remorse alone is not enough to absolve a person of wrongdoing. Tezoth shows little leniency to those who hope to take advantage of his forgiving nature to avoid his punishment. Those that find themselves pleading for mercy a second time, instead find that even his forgiveness has limits. They are met with swift and decisive punishment. Even  when passing judgement, Tezoth believes that redemption is always attainable for those who seek it and sets to make his decisions carefully, balancing the necessity of punishment with compassion and accountability, holding those who violate his will responsible for their actions while aiming to discourage repeated offenses. Those hoping to be forgiven for their mistakes must avoid courses which would promote repeating them. Second chances are meant to provide an opportunity to choose a new path and earn forgiveness from those whom they may have caused harm; effectively being reborn in Tezoth’s eyes.

Tezoth has little patience to suffer those of weak character or  disingenuous behavior. Failing to follow through on one’s convictions or making a promise which is not kept are both examples of actions which fall outside of Tezoth’s splendour. As the character of a community is represented in its leaders, this is especially true for figures of authority who are directly responsible for making decisions on crime and punishment and are capable of upholding the moral integrity of their people. Those who go back on their word or find themselves unable to hold up their convictions will often cloister themselves away, meditating on their own failings and seeking a path of atonement. More often than not this results in taking a vow of redemption upon themselves. Tezoth teaches that for those of strong character, wisdom can be achieved from failure.

At best, Tezoth considers the faithful of the divine as horribly misguided. Those that claim to uphold the light, using the values of goodness, compassion and justice to further their own ends and not to instill or make strong moral character for its own sake. When it comes to the darker gods, he sees them as anarchy incarnate, inciting ignorant mortals to commit despicable acts no sane person should. Like the other dragons, he expects his followers to dismantle the rule of the divine wherever they may be found and either steer them toward redemptive paths or eliminate them completely should they not comply.  This is especially true within Dominion, where god worship is outright banned and punished by exile from the island.

Affinities

Tezoth sees himself as the sun made manifest, making this his most prominent and well-known affinity, not necessarily in reference to the flame but more so to the brilliance. He is often referred to as the Sunray as often as he is named by his colour. Intensely moral, he values justice and compassion above all else, and the concepts of “good” and “evil” are thus taken quite literally by the dragon and his followers in a way that is unique among the Firstborn, who generally consider such matters of morality to be secondary concerns at most. For Tezoth, however, nothing could be more important. He takes great pains to avoid frightening or harming the mortals in his lands, as he respects life just as much as he cares about how that life is lived.

The magics he favours reflect the non-magical abilities he also values most: healing and protections. In addition to this Tezoth expects his more combat capable followers to favour defense over offence, donning themselves in heavy armour, and equipped with large shields that emblazon his Mark. His temperament and style of rulership attracts those that use their protective armaments, supported by healers and protection casters, to defend those incapable of defending themselves.

While he is believed to be one of the most physically powerful of the Firstborn, in part due to his great size, his reluctance to personally engage in violence – a reluctance much greater than that of his followers, as they need not fear the destruction of entire islands should they engage in open combat – means that his full strength is rarely used, if indeed it ever has been, and this is unlikely to change.

Breath Weapon

When the gold dragon roars his fury, he unleashes the full force of the sun itself. The final word in Tezoth’s judgement, his breath bathes the area in blazing sunlight, forcing each mortal caught beneath his radiance to face their sins by illuminating each and every act of harm committed in their lifetimes. The pain of every unjust wound, physical and psychological alike, is visited upon them in a rush. Even the most morally just person feels the crushing weight of a lifetime of minor grievances: callousness and hurtful comments sparked by impatience and frustration, hearts broken by youthful mistakes, punishments inflicted in anger and in excess. Overwhelmed by the sudden onrush of guilt, most will break down in tears, falling to their knees, immobilized by their remorse for each wrongdoing as much as by the experience of all the pain they have caused. For those who have committed acts of true evil, however, being caught in Tezoth’s light is a conflagration of the soul. Perpetrators of heinous acts like murder, torture, and wanton cruelty experience such agony that death is as welcome as it is swift. Even the most battle-scarred of soldiers, the most remorseless of psychopaths, and the most gleeful of sadists have no defense against Tezoth’s retribution, for the most punishing aspect of his power is not only that the depth of pain experienced is equal to what each victim felt, but the empathy and remorse simultaneously imposed upon those who otherwise lack it. Suddenly made to understand the full moral weight of their actions and faced with the incomprehensible horror of their own wrongdoing, the cruelest offenders are crushed by the immense weight of their own guilt, this agony of empathy killing them even more surely than the reciprocal pain alone.

Any creatures considered to be corrupt by their very nature that have the misfortune of finding themselves under Tezoth’s light – be they undead, demonic, or creatures of the Divine – simply fall to ash at the moment of contact, while other beasts – those that lack a spirit- are unaffected.

Interestingly the power of Tezoth’s judgement is determined not only by the evils they’ve committed divorced from circumstance. A history of unjustified or excessive actions determines how one will be judged and while many who have believed their actions would be among those deemed “justified” have found Tezoth’s judgement to differ greatly from their own. Perhaps it is this terrifying power that leads the Gold to demand such moral vigor from his devoted, for not even the most righteous can escape the sun’s justice unscathed, but those of strong moral fiber may yet survive to rectify their mistakes.

Style of Rulership

Tezoth has an unusually concentrated and significant number of followers within his territory. The island known as Dominion, the largest within the Shadow Isles and one of its two major political powers, is populated exclusively by his faithful and considers him to be the nation’s ruler and its ultimate authority. Despite his universal reverence upon the island, Tezoth rarely involves himself in rulership directly. He sees himself as an ideal his followers should aspire to emulate instead of a ruler whose commands should be blindly followed. Tezoth hopes to inspire his people to act as he would of their own accord – not out of a desire to please him, but because doing the right thing is truly what they value. So, unwilling to play the dictator, Tezoth leaves the day-to-day management of his lands to the noble representatives who form the Court of the Sun. An organization of Knightly Orders led by Dragon Knights who enact his will and have proven themselves beacons of moral righteousness.

This is one of the reasons Tezoth has stayed out of world affairs throughout history, preferring to focus his attention on his own territory and those within it. Though his followers are encouraged to act in accordance with his values and spread them to others wherever they may find themselves, he has no desire to gain power and authority over other nations and organizations, especially those outside of his physical range of influence. ‘This is not because of a lack of interest for those outside his realm of direct influence, but from the wisdom to know that direct involvement can often do more harm than good. His Knightly Orders are to inspire and protect the vulnerable but not at the cost of complacency, those protected should then go on to seek out and fight injustice themselves. He has the wisdom to know that values forced upon people will never truly be accepted in their hearts and will eventually rejected. For one to be true and just it must be through their own volition.   

Temple Structure

Most of Tezoth’s faithful are centralized on Dominion, which considers him the ultimate authority of the island and is run by the individuals and The Court of The Sun that have been granted his approval. Those with the highest standing on Dominion are Dragon Knights, gold Draconians, his noble families, as well as the Knightly Orders devoted to his service, in that order. The entire island and every one of its inhabitants could be considered to form his temple. The largest and most resplendent of his temples have been built here. Each are at the top of a naturally formed spire found within the island’s extensive mountain range, with the fortresses inhabited by his Knightly Orders situated at their base. These temples are decorated with gold and stained glass that gleam brightly in the daylight. These temples are where Dominion’s citizens often bring gold and gems as offerings for Tezoth, tokens of gratitude for being allowed to live upon his soil and under his sun, which are then claimed by gold Draconians and brought to the Firstborn directly.

The temples found outside of Dominion seek to emulate this example, being constructed atop towers or the highest points of the lands. They are adorned and decorated with stained glass and gilding designed to best display the glory of the sun’s light upon them. Though none quite equal the opulence of the Spires. These temples usually include a speaker’s podium just behind the central shrine to Tezoth, where devout followers will lead discussions on topics of morality, justice and how best to reflect the Sunray’s brilliance in day to day life. They also double as courts for the devoted, and citizens sometimes travel from surrounding locales to resolve disputes and seek redemption for the wrongs they have done in their lives.

Wherever they may be found, those who follow Tezoth seek to emulate him in all that they do, with the most devout seen as beacons of morality by all they encounter. Great care is taken to appear illustrious as he does so himself, with armour and weapons polished often and clothing kept neat and clean. This fastidiousness is seen by his followers as a way of  ‘polishing’ off the rougher parts of their own character by forever striving to further improve themselves. Their convictions are rarely kept hidden or quiet, as having the courage to speak is the only way one can be heard, and they encourage those around them to be similarly vocal for the sake of addressing whatever problems have been kept in silence.

Those who seek to devote their lives to Tezoth by serving him more directly most often do so by joining one of Dominion’s three Knightly Orders, each of which serves Tezoth’s will throughout the Shadow Isles and into Maud’Madir. They are guided by those he has deemed worthy of rule and by the handful of Dragon Knights that speak his word and act on his behalf. As Tezoth values all that the sun gives life to regardless of where they reside, some of his Knights Errant range far outside the borders of his territory if they wish to spread his word further, or to aid those in need, despite far-off locations.

His Knightly Orders are as follows:

The Knights of the Eternal Sun

Specializing in protection magics and martial skill, the Knights of the Eternal Sun uphold the laws where the Knightly Orders have taken root. Acting as peacekeepers they roam the lands of Arthos bringing swift justice to those who transgress against Tezoths teachings and destroying evil wherever it appears.

The Knights of the Sheltered Wing

As Tezoth lacks physical wings, the name of this Order speaks of them in a metaphorical sense, seeking to extend the wings of his grace to shelter every life they can touch through their own actions. While the Knights of the Sheltered Wing are still very much a military order and not to be underestimated, they are renowned for their extensive knowledge and great skill with healing magic above all else, attracting many casters and scholars to join their ranks alongside warriors and those who specialize in the destruction of Undead. Much like the Knights of the Eternal Sun, they also wander the Arthos and protect its people; though they are most often seen as emissaries of goodwill rather than representatives the Knightly Orders authority. Their dedication to kindness is such that it even earned them the begrudging respect from some of their opponents due to them often tending to the wounded of their enemies after a successful battle.

The Knights of the Shattered Sun

Known for their motto of “Convert or become Shadow” and the ruthlessness with which they carry it out, this Order’s fearsome reputation stands in stark contrast to those of the other Knightly Orders. The Shattered Sun is a penal legion that recruits only those with darkness in their souls, converting them to Tezoth’s service as penance for their crimes in a desperate bid for redemption: Former weavers, murderers, and others of ill repute are common among their ranks. Turned now to fanatics hell-bent on exterminating all those who refuse to renounce their own darkness, they hope that removing enough evil from the world will one day make up for the horrors they themselves have committed.

Temple Ranks

Each of the Knightly Orders are divided into the following ranks:

Initiate:

Before an Order’s newest recruits are properly inducted into its ranks, the first few months of each initiate’s training are considered a trial period, typically lasting 3-6 months. During this time they are carefully observed and evaluated as to whether they are well suited for the Order they wish to join, for a Knight’s actions will always represent the Order that commands them, and recruits must therefore prove themselves capable of upholding their Order’s values and representing it. This probationary period carries little weight of expectation, allowing initiates to evaluate whether they want to make a serious commitment to the Order as well as providing their superiors with the opportunity to judge whether they will be allowed to do so. Title of address: None.

Squire:

Once an initiate has passed their initial trial period and sworn an oath to the Knightly Order they have chosen to serve, they are given the title of Squire and enter a period of formal training, now officially considered a member of the Order’s ranks. While they carry no authority, Squires are seen as representatives of the organization and are expected to wear the colours of their heraldry while afield, although the bulk of their training takes place within the Temple that becomes their new home. After a Squire has completed the majority of their combat training, they are partnered with a Knight and sent on assignment as part of their regiment, completing their training in the field when their supervisor is satisfied that they can perform as well as any other Knight. The amount of time spent as a Squire varies greatly, as their training progresses according to their level of skill rather than any set schedule for advancement. Title of address: Squire.

Knight Errant:

Upon proving themselves capable enough for knighthood, Squires are granted the title of Knight Errant, this rank composing the bulk of the Knightly Orders’ forces. Knights Errant are entrusted with a large degree of autonomy, spending most of their time travelling the land alone or in small groups, periodically reporting their movements and actions to the Knight Captain assigned as their commanding officer. Much of their intelligence gathering is performed by the Knights Errand and and often accomplished by asking the common folk about recent issues. Some even choose to live and work outside of the civilised lands of Maud’Madir doing good in the world in the name of the Firstborn they serve, with the full permission of their superiors. The Knights Errant are not entirely independent, however, wandering between settlements and offering aid to whoever they encounter only when not already assigned to a particular location or task, and are capable of rapidly reconvening into well-disciplined units whenever threats appear that require the attention of more than one lone Knight. Title of address: Ser.

Knight:

A position of some authority, the Knights of Tezoth’s Orders trade the independence of their prior rank for more formal or bureaucratic responsibilities. Knights are responsible for training Squires within their Order’s ranks and supervising them in the field, organizing and filing reports, evaluating initiates, acting as emissaries and law enforcement, and functioning in groups when sent on assignments by the Knight Captain they report to. This is the highest rank most members of a Knightly Order will ever reach. Title of address: Ser.

Knight Captain:

Captains are senior officers who serve directly under the Knight Commanders of their Order, taking on leadership roles, assigning tasks to various individual Knights or units of them, commanding regiments in the field, and compiling intelligence reports and activity summaries from the wealth of information provided by those under their command. Title of address: Captain.

Knight Commander:

The Knight Commanders are the leader of their Order. They almost universally belong to one of Dominion’s noble families, and often bear Tezoth’s personal Favour in addition to their inherited title of nobility. While there have previously only been three Knight Commanders at any given time, one in charge of each Order, their numbers have increased as established temples to Tezoth mature outside the lands of Dominion. These external temples and their Knight Commanders have little interaction with most of those under their command outside of formal occasions like taking oaths of initiation, primarily speaking to their Captains, who are the ones responsible for reporting on the actions of the rest of the Orders they command. Most of their decisions are made in consultation with the Captains, who serve to interface between the Commander and the rest of the Order. While they perform the vast majority of their duties from within their fortresses on Dominion, they do not shy away from returning to the field to oversee especially critical objectives. Title of address: Lord Commander.

Lower Ranks

The lower ranks of the Knights of the Shattered Sun vary from this standard, given the nature of their recruitment tactics.

Conscript:

In place of initiates and squires, the Shattered Sun’s recruits are instead known as conscripts. While under constant scrutiny from their superiors, their first months of “training” are an intensive form of mental and moral rehabilitation, as most of the dangerous criminals who join this Order do so only because death was the alternative, and they cannot be trusted to leave the fortress before developing some sense of morality. Those who disobey the rules forbidding any continuation of their earlier crimes are allowed only one chance to correct their behaviour, with a second incident having them declared “unfit for duty” and executed as they originally should have been. Most conscripts, however, slowly start to see the appeal of seeking redemption and recognize its necessity, or are at least willing to follow the rules laid out for them. Title of address: Conscript.

Knight Operative:

While still closely supervised by their superiors, Knight Operatives only receive their rank once their superiors are confident they have internalized a sense of loyalty to Tezoth and the Shattered Sun along with a desire to eliminate the unapologetically unjust or those who live in Fear of the Sun. Knight Operatives may be tasked with assassinations, reconnaissance, or grouped into kill squads along with a handful of other Operatives and higher-ranking Knights when tasked with eliminating powerful demons, necromancers, or similar high-risk targets. They are not allowed to leave their supervisor’s sight for more than a few hours at a time, and only when on assignment. Title of address: Ser.

The ranks of Knight and upward continue as per the other Knightly Orders, although promotion to Knight or above requires that the Operative prove themselves genuinely remorseful and committed to Tezoth beyond any shadow of a doubt, as Knights are responsible for supervising the lower ranks and allowing that role to be filled by one whose faith is false could be disastrous. For this reason, along with the odds of being killed in the line of duty, most Knight Operatives never rise above that rank.

Historical Highlights

Coming Soon