The World of Teréth End - Religions - Dekàlan Gods

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"The messenger before you has the 12,000 Aur I promised for the coffers of your Temple.  As always, it was a pleasure visiting Taldàna.  I hope to return for a longer period my next visit north.  Your hospitality was as always, memorable. I cannot wait for the next opporunity to extend this good will between our temples."

- Old Taládan letter to a High Priest of Amra from a High Priest of Kandlan

Chapter Three - Iráen

God of Law, Lightbearer, The Radiant One

Spheres of Influence: Law
Alignment:  
Symbol:  
Divine Focus:  
Center of Worship: Lanàdus, Kryr Tremendum
Color:  
Animal:  
Appearance:  
Church: The Temple of
Clergy:  
Raiment:  
Sacrifice & Frequency:  
Advancement:  
Friends/Allies: All Dekàlan Orders
Foes/Enemies:  
Sayings: "..."

Iaran, Lightbearer. Rare. Iráen is the god of good, morality, law, ethics, and hardwork. His followers are puritan in their convictions and uncompromising in the face of other faiths and cultures. The Iráen Codes (Eshatan) are the foundation for many of the Dekàlan faiths' laws, allowing some tolerance of variation between the cults.

The Lightbearer has been depicted in many forms over the centuries.  Some of the earliest images of Iráen show an older man with hands supplicant and a nimbus of bright light around his head.  This is the image of the teacher of the Eshatan, referred to by some as a historical Iráen, bringer of the ten laws.  Later images of the god, portray a more vengeful and warlike image, of an elder king bathed in fiery light with a sceptre in his right hand to smite those who trespassed against his laws.  By the end of the Dekàlan Empire, the sceptre was joined with a sword in his left hand.  

In most Dekàlan imagery, the sceptre is a symbol of justice and power.

The origin of the cult of Iráen, is something of a mystery.  The emergence of the god's worship is thought to have arisen after the sacking of golden Anugth, and before the crowning of the first High King. During this time, the Lanàdá underwent a drastic societal change, from a sea-going barbarian culture, to a lawful and disciplined warrior society controlled by a two-branched government of high king (and the monarchy) supported by a holy council.  Some have written that a third branch of the government made all of this possible, including the rise of Iráen, and that the third branch was and may remain draconian.  In 643 DR, an old tablet was found and circulated in the towns of northern Lanàdus depicting the ancient Iráen with three tongues hanging from his mouth.  Though to the peasantry of Lanàdus, this old picture was little more than a curiosity, once the priesthood learned of its appearance it was soon seized by royal troops. The seizure has added more importance to the find.

A three-tongued image of Iráen could mean any number of things, but may indicate that the historical Iráen was a dragonspeaker, given godly powers by the bloodling spawn of Samad the Terrible.  There are several locations around the isle of Lanàdus that locals claim to be the final resting place of Iráen, for the stories relate that at the end of his mortal span (before creating the pantheon) he left his mortal bones in the fields near his homeland.  The location of his homeland is a matter of debate.

Events of the mortal life of Iráen are largely unknown. With the exception of the bringing of the ten laws, most things attributed to him, occurred after his acsension into godhood.  Some believe that Iráen was never a mortal man, being born to at least one immortal parent.  The identities of his parents are not known, but those wishing to revere his ancestry typically visit one of the many stone rings in eastern Lanàdus dedicated to the ancestors of the island peoples.  Some myths of the region say that Iráen stepped from one of the stones infused with the wisdom and the powers of the island's ancestors.

The Divine Aspects

Vodtin (the judge) ...

Merdéd (the punisher) ...


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Iráen
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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 Iráen have access to the following domains

Good
Law
Nobility (FR)
Sun

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

Good
Knowledge
Law
Planning (FR)

while Merdéd's priesthood has access to

Hatred (FR)
Law
Retribution (FR)
Strength

Ref. PHB (Player's Handbook), FR (Forgotten Realms Campaign Setting), © Wizards of the Coast