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"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 Four - Irul

God of War, Irul na Krulln, Terrible Stranger, The Warmaker

Spheres of Influence: War, Athletics, Discipline
Alignment: LN
Symbol: Crossed Swords
Divine Focus: Any weapon
Center of Worship: Ummon, Wyrthyr Tor
Color: Red, Black and Silver or Gold
Animal: Bear; the bear is not a symbol of the God but rather Irul's favored steed
Appearance: Many depictions of the Terrible Stranger exist, but most have the God's weapon sheathed with one hand on the handle as if to draw, usually as he is striding with purpose looking for the next victim
Church: The Temple of Irul
Clergy: Sacred Order of the Crossed Swords
Raiment: Simple robes with belts and embroidery depicting Order rank, usually outfitted with one's weapon of choice
Sacrifice & Frequency: No sacrifices necessary except for prayers of thanksgiving during battle, and some blood rituals before conflict
Advancement: As military
Friends/Allies: All Dekàlan Orders, possibly excepting the followers of Zyrr
Foes/Enemies: Acentran, Elve, Ortor
Sayings: "Engage one's enemy only once", "The greatest honor is through service"

Legends abound of the Terrible Stranger, a man striding across upon the battlefield tirelessly swinging his sword through the bodies of those around him. Traditionally, the Stranger is only mentioned following battle as the veterans gather to dress their wounds and reflect on the passing day. One by one the warriors recall an anonymous figure carving through the enemy lines with inhuman endurance and skill.  No-one can recall who he might have been, or what he looked like. Such details are forgotten in the fog of battle where your world shrinks to only that within your weapon's reach. Finally, the storytellers' faces grow still as each realizes the Terrible Stranger was among them.

The morning clouds were leaving the high crags, revealing dozens of banners standing around the valley walls.  A few small tendrils of smoke rose from below, reaching the tops of the canyon walls before being caught in the winds and carried away.  The windows of the houses on the shadowy valley's floor began one-by-one to glow with their morning fires.  Above, the banners tipped and waved, signalling to one another.  Responding, the troops began their heavy march down the valley walls.  Soon, one more village would be reclaimed.

The history of Irul is an integral element within the history of Dekàlas. Often referred to as The Second God in Dekàlan writings, it is believed that Irul "adopted" Rün because he was so impressed with the prowess of the honorable Dekàlan knight-general. Before the arrival of Rün at Wyrthyr Tor, Irul was the god of the Krulln, a battle-hardened people of central Terèthor.  Although the history of Dekàlas as a culture of war predates the worship of Rün, he is generally credited with the power and influence of the Old Empire.

The Divine Aspects

Rün (the Dekàlan).  Irul is the God of War, but among the Dekàlans perhaps slightly less famous than his favored servant Rün (ROON), the patron of Dekàlan warriors. Though worship of Irul-Rün is unknown in Oth, his faithful still remain in large numbers within other Dekàlan cities.  Rün is the embodiment of the unquestioningly loyal and devoted soldier; the same qualities that described the Dekàlan armies in ages past.

A holy warrior, Rün the Dekàlan and his army so impressed Irul, that he was granted immortality, and later become an aspect of the God of War.

Rün was a knight-general who served the High King Mordun II in the first century HK.  His army survived numerous battles against impossible odds, each time bringing great glory and honor back to the Dágul Throne.  Mordun II is described as having been reckless (others prefer the epithet "the Mad"), often issuing dangerous or impossible orders.  Toward the end of the Mordun the Mad's reign, Rün returned from a long campaign with a weary army behind him.  After years of conquest the soldiers needed rest, and wished to visit with their families. The High King however had other plans and ordered Rün was to raise another army and march into the mountains beyond Kandal to secure lands beyond the Snaking Pass.  His soldiers and were outraged and pleaded with Rün to defy the High King's command.  The knight-general would hear nothing of disloyalty to the crown, a quality that would forever shape the warriors of the Dekàlan Empire.  He turned to his army, the latest of ten that had stood before the High King since his coronation, and told them that on the next morning they would sail for Kandal and that there they would face the world, and the world would crumble beneath their feet.  The story continues that when the army's roar rose from Kryr Tremenedum, a great doom seized the sea-distant priest-king of the Krulln, and he knew then that the sun was setting on his ancient crown.

The accounts of the battles that followed are now sacred passages and scripts among all orders of Irul. It is said that upon Rün's acceptance of the High King's final command that Irul came to dwell within the warrior's heart and gave him the strength to lead his army across the sea, and fulfill the promise made to his liege.  It is believed that until that time, Irul's blessing had been with the Krulln, but that Irul was so enamored by the valiant knight-general that he could not bear to see him, or his loyal army, die under the command of the mad High King.  Rün's career, including the campaign to follow, would come to known as the First Expansion.

Rün is the patron of honor, loyalty, and all paladins, regardless of cult.  He is believed to be Irul's favored aspect; having been given the right-hand position of Endon the Unseated.

Endon (the unseated) (EHN-don) was once the favored aspect of Irul.  His name was invoked to rally warriors to battle, and to inspire allegiance.  He was known in early times as The Shining Knight.  

Endon first realized something was wrong when he heard the lamentations of the Krulln along the Avenue of Warriors, and his followers' prayers asking why he had forsaken them.  Endon went to the throne of the Warmaker and asked the God why his men were falling.  The war God explained to him that his Favor had moved.  Irate, Endon went among the Krulln and stirred them into a frenzy so that when Rün's armies reached Wyrthyr Tor they were met with great resistance.  Some stories tell that Endon possessed one Krulln soldier after another, imbuing each with great skill and endurance so that he might slay the knight-general Rün, but each defender was cut down, one after another, as the Dekàlan army pushed up the mountain staircase to the citadel above.

When Irul discovered Endon's treachery, he struck down the Krulln priest-king Harak, Endon's most high servant.  How Harak died is debated, but most believe he either committed suicide or was slain by Rün.  Enraged by this action, Endon searched the world for a way to avenge this wrong done to him.  Upon the world he met with Kyrçul and together they began a ruthless crusade (see Draun-Kyrçul).  The transformation that followed re-created Endon into an aspect of bloodlust, rampage, plundering, and savagery.  Many scholars believe that this change was not Endon's fault, but rather a natural process.  Irul, having filled one aspect with Rün, had another that needed filling, and Endon soon met the criteria for that aspect.  Whether the transformation was self-fulfilled or manifested as a result of Irul's will remains a matter of theological debate.

The Priesthood

The Sacred Order of the Crossed Swords is divided into several suborders devoted to separate fighting styles (foci).   Each suborder within the Temple devotes itself wholly to the perfection of the body and soul as understood and developed through the focus of one's chosen technique or weapon.  Those inducted into a suborder may never handle another weapon-type or their teaching and focus will be corrupted and all learning and benefit lost.  (D&D:  see Prestige Class: Iruleun Weaponmaster)

Day-to-Day Activities:  Followers of Irul pray to the Warmaker after waking and before retiring for the night.  Between prayers, each follower is expected to practice with her weapon, and hone her skills.  Weapon practice is not viewed as a purely physical pursuit, so in addition to the practice of technique and form each follower should take the time to reflect on their lessons and those that are literate, are to read scripture.

Followers of Irul (and Rün) see themselves as protectors of those that are not enabled by the graced of Irul.  This sense of protective duty does not extend to foreigners.  Followers also are required to aid friends and companions by teaching the basics or warcraft and discussing the more reflective aspects of the craft.

Holy Days/Important Ceremonies:  Once each year, during the Midmonth days of Eren, the Iruleun faithful of Ummon hold a wide-ranging competition called the Nor Kalàrdam (Great Festival of Tests).  During Nor Kalàrdam, all healthy and able-bodied followers of the Temple of Irul join in a massive series of competitions to determine the superlatives of each fighting style, culminating at the festival's end with a bout between the two most victorious competitors.   Priests and teachers do not actively participate in the competitions, but do serve as judges.  The winner of the Nor Kalàrdam receives accolades from each of the suborders, and is accepted by the Sacred Order of the Crossed Swords into paladin training.  A paladin within one's suborder is a very honor, and very seldom is this training refused.  Refusal reflects very badly on the suborder and typically results in the competitor's banishment from the suborder.  These actions are almost unknown.

Spells of the Faithful

D&D Spells:

GURPS Spells:  The Davra Orkid available to Iruleun spellcasters is:  Body (F3), Divination (F1), Elemental Earth (F2), Elemental Fire (F2), Enchantment (F2), Food (F2), Manipulation (F1), Meta (F2), Mind (F1), Movement (F1), and Wards (F2).

Battlelust F2
(Irul/Area)
Forthcoming...

Bladesharp F1
(Irul/Regular)
Forthcoming...

Champion F3
(Irul/Regular)
Forthcoming...

Unmoving Sentry F1
(Irul/Regular)
Forthcoming...

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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 Irul have access to the following domains

Protection
Retribution (FR)
Strength
War

Worshippers of her aspects have access to different domains. Rün's priesthood have access to

Law
Retribution (FR)
Strength
War

while Endon's priesthood has access to

Earth
Protection
Tyranny (FR)
War

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