Anointed

Draconem's Bravest

The process of anointment comes when a patron blesses a mortal - there are often abilities, arcana, and social implications to being anointed. The likes of clerics, paladins and warlocks must be anointed, but those who are anointed do not need to be a cleric, paladin or warlock. Undergoing anointing results in physical traits differing depending on the type of patron they have.

Only two clans can anoint mortals: The Court of Gods and the Draconic Covenant

Those who are anointed can detect others who have also received such boons, even if physical attributes are hidden - they are also able to detect whether one is an anointed by a God or a Draconae. But jewellery made from meteorite and etched with lingua-arcana can hide this aura from fellow anointed. If one can obscure the additional visible changes that comes with their form of anointment, it is impossible to denote that one is anointed at all.

Champions of the Gods

Those anointed by the Gods acquire unparalleled social standing. It's rare enough to meet a champion that you may only ever cross paths with one or two in your life - and one should offer ultimate respect and hospitality, for a champion will surely expect it. Regaled in golden filigree, these mortals are powerful beyond belief.

Champions are amongst the few mortals who can sing the mending-song, casting pharma-arcana as part of their boons from their God. They often also receive weaponry or armour, wonderous artifacts and special spells, all in return for their servitude to the Court and especially the God by which they are anointed. The mark of championship is clear: golden irises and sometimes a change of hair colour, often to unnatural colours.

Of champions, there are ranks - squire-champions, who are freshly minted champions in the first two years of their servitude. Beyond their second year, and before their tenth, they are simply champions. Come the beginning of their tenth year, with nine years of dedicated servitude already behind them, they gain the title Champion-Sentinel, or simply 'Sentinel.' Though, one title usurps all previous ones: Throne-Champion, the favoured champion of a God, their most loyal, devoted, and trusted mortal. 

One more title stands alone, one that holds weight with both champion and God: Arch-champion, the divine arbiter. One champion, no matter the God by which they were originally anointed by, who represents the highest standing any mortal can acquire in championship, a champion not of a God, but of the Court in entirety. The Arch-champion is not selected outright, it is a title earned. There must always be an Arch-champion, to whom the Gods entrust their most holy conquests and boons. Notable arbiters include Rex of Atlas and Elizabeth Roar.

Heirs of the Dragons

Those anointed by the Draconae often must hide their nature from the world: after all, the sway of the Court is absolute, and heirs are branded as heretics who must be swiftly dispatched from the Bright Realms. It is not uncommon for champions to track down and lynch 'dragon worshippers' such as Heirs in order to purify the pool of anointed mortals.

It is largely unknown how precisely heirs come around to be, except by heirs and the Draconae themselves, but it is known that it is a personal affair, weighing the heart of a mortal and deciding if they harbour the tact and maturity to harbour heirship with responsibility and humility. While technically equal in power to champions, heirs tend to be hunted relentlessly - those who survive any meaningful amount of time either are or become skilful warriors or cunning sneaks: the ultimate show of natural selection. As such, heirs tend to win conflicts against one or even more champions at once, forced to adapt and maintain prowess or be killed.

The mark of an heir is more extreme than of a champion - of course, the divine aura all anointed harbour, but also horns and burgundy-purple irises. If the mortal would already have horns by circumstance of birth (Leviathans and sprites for example), their horns become grander: often more sets of smaller horns. These horns, or the prime mantle for those already bearing horns, become gilded in iridescent wiring, branching like mycelium from point to skull. Heirs often gain affinity in an element, reflecting the Dragon to grant them heirship - as well as this, they may shed their scales and offer them as materials for their heirs. Draconae scales are indestructible - the lattice of their atoms are inseparable. 

Finally, heirs are also capable of singing the mending-song. As Gods and champions can hold the note of pharma-arcana, so too can Draconae and heirs. It is unknown of the Gods are aware of this.