The World of Teréth End - Religions - Dekàlan Gods
Links
 
Home
Chronicles
Chronology
Othlopædia
Characters
People & Races
Equipment & Money
Spells & Magic
Gazetteer
Religions
House Rules
Bestiary
Rogues Gallery
Supplements
Adventures
Comments & Updates
eGroup Board

"The screams of the dying rising unchecked, Unhealing wounds feed the streams bleeding red, Irul come and see, all that you have made, Not one man taken, that's fall'n by your blade."

- translated from Dekàlan,
excerpt of Draun hymn

 

Chapter Two - Draun

The Fisher of Souls, The Veiled One

Spheres of Influence: Death, Afterlife
Alignment: LN, N
Symbol: Trident, Grave, River or Barren Tree
Divine Focus: Trident
Center of Worship: Ildûn, City of Ildûn
Color: Black and Gray
Animal:  Raven or vulture
Appearance:  In late depictions, Draun appears as an unclothed hermaphrodite holding a skull in one hand and the three moons in its right. The face of the figure is a silhouette with silver hair.  Earlier representations included a black mirror or a skeletal king.
Church: The Temple of Draun
Clergy:  The Black and Gray, Riverwalkers
Raiment:  Formal raiment includes long black and gray robes adorned by simple silver jewelry.  Precious stones are typically deep blue.
Sacrifice & Frequency:  Throughout recorded history, the cult of Draun has required no sacrifice. The god is invoked at death and sometimes to ward off terrible illness or misfortune.
Advancement:  The organization within the Temple is very organized and structured, with no able practitioners forgotten. At the highest levels of the cult, the spirits of dead priests elect those to be moved upward.  
Friends/Allies: All Dekàlan Orders, possibly excepting the followers of Zyrr
Foes/Enemies:  Necromancers.
Sayings: "All walks of life bring you to the river."; "We call to the Fisher of Souls and beg that you take this loved one from the terrible waters, for they have lived by the Laws and by their teachings have left behind these words you gave to them, that we may call you and ask this favor.  He who watches, she who protects, thee who gives us all that is forever."



Among the following of any pantheon there are debates on the relative powers and importance of the gods.  The Dekàlan pantheon is no different.  Each of the Dekàlan gods have "proven" themselves in the legends and stories of their faiths, to be cunning, powerful, and indispensable within their pantheon (with the argued exclusions of Zalan and Zyrr ).  Perhaps the most fantastic (perhaps horrible) stories are those surrounding Draun, the God of Death.

Draun is believed to be one of the more ancient religions among the Dekàlan peoples, as shrines and graves devoted to his worship pre-date the Empire.  The Old Temple at Ildûn is believed to have been constructed on the ruins of an elder temple, built by an unknown people in some forgotten millennium.  Statues from that and other ruined temples were found to depict the god as both male and female.  Early scripture of the Temple explain that the elder people worshipped a king and queen of the dead, whereas the "wiser" Dekàlan priesthood recognized the god's true duality.  Ildûni depictions of the god were female, whereas most mainland shrines paid homage to a king of the dead.

The current Temple is centered on the island of Ildûn.  The faith was established there in the early years of the Dekàlan Empire.  The Old Temple was ruined in the same catastrophe that befell the City of Ildûn, and the Empire.  The faith survived however, relocating to the Eastern reaches of the island and building again.

Draun has been portrayed in many ways over the centuries.  In the earliest times for which there are records, Draun was rendered as a skeletal king sitting upon a great throne above the masses of dead souls gathered in the afterworld.  It is unclear from these early illustrations what the god's purpose was, other than that of ruler.  As the centuries moved forward, Draun lost his crown and throne (probably due to concerns that she would be viewed as a ruler of the Dekàlan pantheon), to be depicted as lithe figure, often draped in loose fitting robes.  Although a colossal statue of Draun sitting on a throne of skulls and bone is believed to have stood before the Temple of Ildûn before its destruction, the image of a robed fisherman standing vigil upon the shore of a river jammed with corpses would become the most recognizable image to those who knew the Dread God.

In the last centuries of the Old Empire, Draun's appearance in Imperial art became more common.  The god's sexual duality became a popular image for alchemical and arcane writings, which tried to explore the 'true nature of Uren-kind' and its relationship with the universe.  Due to this, the use of Draun's hermaphroditic image became less potent a religious icon.  Due to this, the Temple of Draun began depicting their god as a robed figure looking away, over its shoulder by the 11th century HK.

Throughout the period of the Old Empire, Draun was noticeably absent in most group illustrations from the pantheon, though often included in a separate portion of the same artwork. Typically, Draun would be included under the ground-line of a relief, or on the opposite side of a triptych.  It was believed in the later part of the Empire, to be unlucky to look upon the image of Draun and so metaphorical images were adopted such as a black mirror or barren tree.

The Divine Aspects

Asadyasus (the messenger) appears as a beautific winged-woman surrounded by a sphere of golden light.  She is the collector and messenger of Draun, that leads the dead and dying to the River of the Dead.  She is also known as the Comforter, and is believed (by the faithful) to sit with grieving families and help them through difficult times.  Asadyasus is the Mother of Widows, who keeps their minds and wills strong after the deaths of loved-ones so that they may ever-after honor their past mates.  It is also Asadyasus who informs (through her priests) when or if a woman may ever re-marry, a practice overlooked in recent centuries.

She is assisted by a host of angels called the Asadyi, which appear as winged-humans (male and female) of unearthly beauty, which mimic the duties of their mistress.  All appear in flowing white gowns and carry no weapons but the lights in their hands.  It is the Asadyi who the faithful claim to see when near death and their vision is reduced to a single light in the swallowing darkness (see Kyrçul).

Kyrçul (the swallower) is the dark aspect of Draun.  It appears as a skeletal apparition clad in heavy black robes, holding a barbed spear, called Thruun (also Thrün).  Kyrçul is credited with the taking of life from the bodies of the dying.  It is believed among the clergy of Draun however, that Kyrçul is willing to employ his talents without the guidance of Draun.  For this reason, there are rituals which priests of Draun may employ to stall Kyrçul's advance until the word of the Asadyi can be heard and the death known to be just (i.e. the will of Draun).  Opposing Kyrçhul is not done lightly. It is believed that the Swallower remembers every sleight and repays all discomfiture.

There is a legend that Kyrçul and Irul-Endon once strode the Teréth End's ancient kingdoms together, destroying all that they could find.  When Draun found that the River of the Dead was choked with souls, he summoned Asadyasus to call upon her legions to bring a halt to the rampage.  The unarmed Asadyi flew to the ears of the warring legions and whispered lies to the armies, which fell to the ground, believing they were dead.  Kyrçul was then brought before Draun and punished.  Although Draun could not punish Irul-Endon, he refused to collect the souls of those wounded in battle for one hundred years.  When mortal soldiers learned of the unending agony that had befallen their comrades and enemies no wars were again fought until the time had passed, angering Irul.

The punishment of Kyrçul is called The Burden among its followers.  The Rite of Kyrçul (Kyrçàdul) must be performed at every wrongful death attended by Kyrçul or its priests; during which time, the priest shares/borrows the pains and agonies of the final passing with the dying.  The pain is somtimes so great that the priest dies too.  Every death a priest feels, Kyrçul feels.  Priests of Kyrçul may only advance within their Orders through these ordeals, for each is believed to make their members stronger.  Each Kyrçàdul requires a Save vs. Fortitude (DC 10 + dying's Charisma modifier).  A bonus to this save may be gained by performance/oration explaining to witnesses how the dead lived (i.e. speaking for the dead).  Death by Kyrçàdul, is irrevocable; the final contingency of The Burden.  A priest who dies as a result of Kyrçàdul is promised a place in the hereafter.  If a Kyrçàdul is refused of the dying, the priest falls from favor of Kyrçul and stripped of all benefits and position in the Order thereafter.  From this there is no atonement.

The Priesthood

Priests of Draun are facilitators, dedicated to the teaching and preparation of the living for the hereafter.  When life is finished they are called-upon to perform the proper rites, and give the final instructions so that the soul can find its way from this world.  It is not the responsibility or intent of the main clergy to initiate death, although there are Orders within the faithful of Kyrçul who would use the granted powers to hurry the laity through their mortal lives.

The Cult of Draun, unlike most of the populace, does not hold the bodies of the dead in supernatural high regard.  The physical body is important only because it is a conduit for one soul between the physical and incorporeal worlds.  Without a body, it is unlikely that the dead may be contacted or returned to life (a condition frowned upon by the Temple).  After the appropriate rites the soul is banished from the mortal vessel and cannot return to it.

The Black and Gray believe in the "use" of empty vessels in the service of Draun, a stance that has fueled criticism of the Temple on many occasions.  Undead fashioned in this manner are animated using 'life energy', not the souls of the faithful.  It has been suggested (by black artisans who know too much of these magics) that the the life energy used for these tasks must come from the Ethereal, and is probably harvested from the River (i.e. the corrupt, those of non-Dekàlan faiths, etc.).  The Temple dismisses all questions as mysteries of the faith.  Regardless, in regions unfamiliar with the Cult of Draun, the use of undead is not viewed favorably.  To these people, the sacrosanct nature of the dead body transcends the needs of Draun.

Day-to-Day Activities:  It is the responsibility Draun's priests to tend to the dying and the loved ones of the dying with care and compassion.  There is no conflict in trying to preserve failing life, as most efforts made by the priest cannot stay the Swallower's thirst.  There is an ambiguity however, for there often comes a time when the priest's ministrations must turn from healing to the calling of Kyrçul, by means of the first prayer (see Ceremonies).  It is assumed that the priest through their training, wisdom and divine guidance will know when that change occurs, and act appropriately.  If the priest feels that there has been some great injustice he may seek the counseling of the Asadyi but does so at his own immortal peril, for the hunger of Kyrçul is insatiable.

When a priest consecrates a burying ground, he is effectively making a temple to Draun.  The people thereafter buried in this temple are "worshippers" come to "eternally pray" in the eyes of the Veiled One.  Bodies laid to rest within consecrated ground become the property of Draun and its clergy.  This point is not made public, but is held close among the clergy.  Bodies interned willingly by loved ones in consecrated ground may not be risen by other means, to serve other agendas; without being manually exhumed and taken from the site.  Local Draun priests are made instantly aware when a grave has been violated and are often empowered with the full might (unrestricted use of the necromantic arts) of the god of Death, to hunt down and destroy the violators.  This image of protection has endeared much of the Old Empire to the Draun faith.

"Go forth then, Alcerra of Nalam, and uncover the source of these 'whispers that call foul' from their earthen repose.  Take to the fastest ship and hie thee to the great and crumbling City of Oth, for the cries of the dead must be answered.  This is your holy command.  Make it so."

Holy Days/Important Ceremonies:  Duntru (also Dûntru), the night previous to the new or re-born Woad (the thirteenth of each month) is a holy day for priests of Draun.  There is to be some small observance made at dusk, usually requiring a number of white candles equal to the number of the month and incense appropriate to the prayers offered (travelling priests often cut-down on their requirements by using scented candles).  The ceremonies are private unless a death rite is required on that day/night at which point the priest is required to wear full vestments and give a proper pubilc ceremony.  A private ceremony may last for a watch, though a public one can last much longer, depending on the oratory skills and passion of the priest.

Every death rite is a holy observance for a priest of Draun.  There are six prayers that must be administered for proper burial.  The Prayer of Leaving calls upon Kyrçul to relieve the pains of the dying and extract the soul from the living.  The Prayer of Calling summons an Asadyi to the 'sleeping place'.  The Prayer of Retrieval, explains to the soul all steps the Asadyi and soul must take to reach the River of the Dead.  The River Prayer instructs the soul to breathe deeply of the dead river and allow their mortal being to be replaced with the essence of the eternal.  The Prayer of the Fisherman, calls upon Draun to find this soul among those in the river and to fish it out to shore.  The final prayer, is the Eternal Prayer which begins with descriptions of the wonders that await those in the realm of Draun and finishes with words of consolation for the grieving.

The [high holy days] for followers of Draun is the monthturn from autumn to winter.  During this time, it is customary to find other clergy with which to observe the holy days; though when this is not possible one should retreat to an isolated place for contemplation and communion.

The vestments of priests of Draun are black and gray with silver or iron accessories.  Worshippers of the Asadyi wear fine white cloaks and gold accessories.  Worshippers of Kyrçul wear black and red, often bearing marks of jawless skulls.  Traveling priests usually incorporate black into their attire, often including the trident-head sign embroidered upon their robes, tabards, shields, etc.  There are no restrictions to armor worn, though most will choose a balance between comfort and protection.

Major Centers of Worship: The Cult of Draun is centered within the city-state of Ildûn.  The high holy temple of the order was lost during the Late War, reduced we are told, to seven stone blocks rising from the desert sands.  It is this temple that once boasted the great iron colossus of Draun sitting upon its throne of bone and skulls.

Plan of Kinir Irònviólinyn, Ildûn
ca. 650 DR

Floor Plan of Kinir Ironviolinyn, Ilduun
top view, ground floor

Despite its ruin, Kyrm Orydnur remains the holiest ground of the faith.  In its day, the temple was a giant stone and iron edifice that glowed with the vapors of the Ethereal.  These pulsating mists shrouded its many spires, breathing slowly in and out of the structure.  Those who worked in the High Temple were cadaverous and shaken priests who walked dumbly through the city's streets, their eyes locked forever in some hidden place.  Though the assignment to work within the halls of Kyrm Orydnur were a great honor among the faithful, not one soul who entered would exit unaffected by the experience within.  Of all the High Temples throughout the Old Empire, Kyrm Orydnur was the only that would not admit laymen, and for the most part their followers were thankful.

Sketch of Kinir Irònviólinyn, Ildûn
ca. 650 DR
Sketch of West Facing of Kinir Ironviolinyn, Ilduun
west view, main facade

Since the fall of the Empire, two major temples have risen to prominence among the faithful, the temple at Kirit Nalam and the temple at Gyrdon.  Both claim to be the rightful heirs of the High Temple's legacy forcing a schism of leadership within Draun's faithful.  Kirit Nalam claims that the only survivor of Kyrm Orydnur escaped to that place and threw herself upon the altar there, where she received a vision from a host of Asadyi to erect a new High Temple at that place.  The priestess's body was pierced with a thousand shards of glass from the shattering towers of Ildûn and her blood flowed for three days onto the altar.  When finally she expired the blood was gathered into vials and sent to the corners of Ildûn so that the priests there could see that the spirit of the Temple had not perished.

The priests of Gyrdon tell a different tale.  Upon the fall of Ildûn, the ancient kings of the land rose from their mountain crypts and called for a Council.  A group of priests from the local temple climbed to the ancient tombs above the valley and were told that the spirit of the land was endangered and that they should set to building a temple to protect it.  Furthermore, the ancient kings commanded that the temple be built in the valley beneath their resting places, for there in Gyrdon they could watch and guide the hands toiling below.  The Temple of Gyrdon therefore holds a separate cachet for many of Ildûn, for the story of that temple ties the Dekàlan faith into the ancient traditions of the southern people.  The temple at Kirit Nalam recognizes the faith of the Gyrdonar but feel that Draun's will is corrupted there.

Spells of the Faithful

GURPS Spells:  The Davra Orkid available to Draun's spellcasters is:

Draun's Favor
(...)
Forthcoming...


spacer
The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

Navigation

Draun
<< Back -- Fwd >>

Dekàlan Gods

There are ten major gods traditionally worshipped by Dekàlans.

Amra (beauty, love)
Draun (death)
Iráen (law, order)
Irul (athletics, war)
Kandlan (agriculture, time)
Path (knowledge)
Roth (crafts, work)
Sudul (dreams, prophecy)
Zalan (luck, trickery)
Zyrr (darkness, magic)

Other gods have emerged in the same lands since the fall of Dekàlas.  While some are new, some ancient deities have experienced a resurgence of faith.

Eiron (law, duty)
Malaz (seas)
Nathal (air, winds)
Orander (honor, war)
Woad (balance, nature)

Domains

Spellcasting clerics of Draun have access to the following domains

Death
Law
Water

Worshippers of his aspects have access to different domains. Asadyasus's priesthood have access to

Death
Healing
Travel

while Kyrçul's priesthood has access to

Death
Destruction
Evil

 

Ref. PHB (Player's Handbook), © Wizards of the Coast