"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
People
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Chapter Eight - Sudul
The Dreaming Goddess, Goddess of Sleep, Lady
of the Mist, Queen of Dreams
Spheres of Influence: Destiny,
Dreams, Fate, Prophecy, Sleep
Alignment: LN
Symbol: Circle-Triangle sigil, or Swirling Mists
Divine Focus: Any precious item crafted with an intricate
and often repeating design. Holy items inevitably incorporate
jade. Green jade is considered inferior to the lavender and
green Chor'r.
Center of Worship: Jadth, "The Old City"
Color: Blue, Gray and Purple
Animal: None
Appearance: The face of Sudul is never portrayed, though
she is most often depicted as a woman in long gossamer gowns.
Church: The Unending Dream of Sudul
Clergy: The Dreaming Order
Raiment: Sudulite priests formally wear layered light robes
of grey and violet-blue, often accessoried with gold and precious
stones. Those not vested may be identified by the swirling
tattoos on the back of their hands. Priests may wear faceless
masks in homage to the goddess during formal rituals.
Sacrifice & Frequency: Most followers of Sudul do not
believe in sacrifice to the goddess. On high holy days however,
rare wine and fine foods are offered at the feasting tables of well-to-do
families.
Advancement: Advancement within the Dreaming Order is in
part political, and in part based on a priest's experience, political
influence, and presence within the Unending Dream.
Friends/Allies: The Dreaming Order is on good terms with
all the Dekàlan cults.
Foes/Enemies: Bru, Zin Virael. The Sha'al associate
the Temple closely with their ancient enemy, the Dekàlan
Empire.
Sayings: "Forever dream and forever live", "Few
rejoice who learn of their future", "To learn is to be
bound, to experience is freedom to find your own answers."
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The face of Sudul
(SOO-duhl) is never shone, but scriptures from
the temple of the Dreaming God refer to the deity in feminine terms; Sudool
(early form of Sudul) being a feminine name (meaning "dreamer").
An asexual or hermaphroditic portrayal of the deity would not be
unique within the Dekàlan pantheon (c.f. Draun,
Zyrr), but the feminine maintains a balance
of gender within the pantheon.
The Prayer of the Blossoms is an important
prayer that children are forced to memorize from an early age in the Dreamlands.
The learning of the prayer requires one skill rank in Religion (Sudul).
For information on how the prayer works, see Prayer
of the Blossoms.
The Divine Aspects
Jarjatha (dream
mistress) (jzhar-JZHAH-tha) is the dream
mistress, who visits mortals in the night, pulling threads of memory from
days past, and sprinkling dust from others' lives into the mix. She
is represented as a luminous moth leaving a helical contrail of silver
dust in her wake. The Cult of Jarjatha
is large in the Dreamlands, specifically Jadth. Many view her as
a deity of good fortune, a distinction probably more appropriate for Zalan
or her aspects.
Why worship Jarjatha? Jarjatha promises intervention
against the forces of Daggon, a very real threat in the Dreamlands. Many
have encountered Daggon's minions in their dreams, or when the dreaming
winds (see Blooms) blow through the villages and cities each spring (and
summer and fall). Others believe that Jarjatha brings good luck,
and that the faithful may find good fortune on the winds that blow from
the dark jungles of the Dreamlands. Whichever reason people cling to,
the worship of Jarjatha is a cult of hope, promise, and safety.
The minions of Jarjatha are called the Jargath.
Some have reported that the Jargath appear as beautiful ethereal
winged-swordmaidens of great elegance, while others (a much smaller number)
have recalled ferocious demons with fiery eyes, razor-like teeth and rending
claws emerging from within the guise of a a beautiful figure. It
is common that male Uren often perceive the Jargath as scantily clad women
while females see them as handsome, well-muscled men. No matter
what form the Jargath takes, their eyes always appear a mirroring silver.
Prayers to Jarjatha are often answered by Jargath.
Daggon (the
horrible) (DAG-gohn) is the weaver of
nightmares. Although Daggon appears
in a variety of forms, he is referred to as male. Unlike the Aspects
of other gods, the Aspects of Sudul reportedly rampage freely among mortals,
doing as they wish. Jarjatha spends an inordinate amount of time
undoing the damage done by Daggon, who does the reverse, stirring otherwise
peaceful slumbers into harrowing experiences that leave mortals shaking
and sweating in their beds.
Why worship Daggon? Most followers of Daggon are
not evil, and would be insulted by the very idea that their deity is.
The mainstream worship of Daggon is a search for answers within
the mysteries and folds of the unknown. The Dagari are seen as the
keepers of knowledge, knowledge that the mortal Uren are not prepared
to know. The corrupting power of that knowledge has warped and disfigured
the noble Dagari, who despite this terrible cost, continue to guard mortal
minds from the abominable truths. Worshippers of Daggon claim to
be shielded from the nightmares that plague the rest of humanity. This
may be the position of the majority of Daggon's followers, but others
embrace the horrible aspect as the destroyer of good, an entropic force
seeking to return all creation to its original untainted state, of Chaos.
Daggon and his minions respond positively to both positions.
The cohorts of Daggon are called the Dagari.
Few descriptions of the Dagari match for these monsters of The Dream
of Sudul are shapeless creatures who adapt body parts as needed, mostly
it appears to throw fear and loathing into the hearts of mortal dreamers.
Though the reports of the Dagari sightings vary widely, some common
elements of the monsters include roving eyes, slobbering maws, and long
toothed tentacles that flay the flesh from the bones of the dreaming wayward.
Like all denizens of The Dream though, the Dagari are masters of
shapeshifting and can appear as innocent as a newborn before revealing
their vile nature. Regardless of what form the Dagari assume however,
they are unable to communicate in any tongue but Dreamspeak, and their
own snarling slobbering language (if in fact it is). Prayers or
pleas to Daggon are often answered by Dagari.
The Cult
Worship of the Sudul is an ancient practice,
dating back to the earliest days of the Dekàlan Empire. The
cult was formed by sages who studied the writings and teachings of Te'zanah,
a native prophetess who emerged from the Dreamlands with three jade scrolls.
The scrolls detailed the perils of a character named Sudul'ah who
fought to survive the machinations of two immortal figures, Jarjath'ah
and Daggon'ah (dream and nightmare). The story presented is known
as The Ordeal of Sudul'ah, and
describes her decent into madness and eventual re-birth into divinity,
and master of the aspects. Later iterations of the story introduce
Path as giving Sudul'ah the insight to beat her adversaries, though this
is not included in the original version (not that anyone has seen the
jade scrolls in over a thousand years).
The Priesthood
The Temple (meaning "cult") of Sudul
is unlike other Dekàlan Temples. First, the priests and faithful
of Sudul (dubbed Sudulites) are part of a vast decentralized organization.
Whether this apparent disorganization is a product of the temple's
ethereal philosophies, or the lack of an established Kyrm Orsudul is unknown.
Very little can be discerned about the group's heirarchy since the
faithful rarely meet to discuss or debate issues concerning the cult.
A heirarchy of some sort must exist however as the temple of Sudul
has never failed to send a representative to the Council of Lanàdus.
Priests around the City of Jadth often wear
faceless masks for their ceremonies and select official duties. The
masks represent a separation from the physical world.
Southern priests often tattoo themselves completely.
Southern Jadth is remarkable for its tattooists' use of colored
and invisible inks (sotah). Followers of Jarjatha may also wear
grey and white mantles. Followers of Daggon do not distinguish themselves
through their dress.
Day-to-Day Activities: Priests of Sudul make strange
traveling companions, as they prefer to sleep during every non-active
moment. They are very adept at falling fast asleep in an instant,
and rarely suffer from a poor night's sleep, even in less than ideal circumstances.
There are small prayers which are spoken, whispered, or murmured
before falling asleep and just after waking; but these seem natural, and
almost spoken unconsciously. All Sudulite prayers are very brief,
and there are virtually no organized ceremonies, other than what amount
to large slumber parties. Sudulite homes and temples are kept well-stocked
with soporific wines, elixirs, drugs, incenses, and herbs that invoke
special dreams.
Holy Days/Important Ceremonies: The only "holy
day" for the followers of Sudul is the night of the First of Aldruan,
the longest night of the year (northern hemisphere). It is believed
that Sudul and his minions visit the faithful on this night and plant
special visions and portents in their minds. Many priests claim
to receive puzzles which they contemplate (and sleep) upon for the remainder
of the year. Usually some lesson learned during the course of the
year helps to solve the puzzle given. Oracles (mystics) of Sudul
charge high prices on this night, for their words are said to come from
the god herself (rather than her aspects) on this one night of the year.
Major Centers of Worship: The main area of worship
for the Dreaming Order is located at the "Old City" in the city-state
of Jadth. The centerpiece of the "Old City" is a massive
piece of masonry known as "The Bowls". The Temple of Sudul
does not have a High Temple within the Waking World.
There are few Orders within the Temple of
Sudul, apart from the priesthood (i.e. the Dreaming Order). The
term Sudulite usually refers to priests though it does not uncommonly
refer to any follower of the deity. Another item that separates
the Temple from most others within the Dekàlan pantheon (excepting
Amra) is an absence of a military order
(Roth has a military order,
but not a fighting military order). In the city-state of Jadth,
where most of Sudul's faithful reside, the role of militarty enforcement
falls to two groups; the Order of the Red Knights and the Illuminated
(a secular group with strong ties to the temple).
Order
of the Red Knights are a fraternity of templar-esque soldiers that
defend the religions and values of bygone Dekàlas.
Not expressly associated with the temple of Sudul, the Order maintains
a large organization in the city-state of Jadth defending what it sees
as one of the only unconquered Dekàlan city-states. (see Ordus
Thardám Merdúl)
The Illuminated
is a mysterious organization found near sites deemed holy by the temple
of Sudul. Unlike most Orders, the Illuminated have no interest
in
identifying colors or vestments, preferring not to advertise their presence
at all. The name of the organization has trickled into the common
rumors from disenchanted Red Knights or Sudulite priests who have told
stories about a secret Order sponsored by the Temple as an early-warning
system against trouble around the sacred sites. Despite this, no
one in the City of Jadth seems to know who the Illuminated are or can
recall ever meeting or seeing one of its members. (see The
Illuminated)
Spells of the Faithful
D&D Spells:
GURPS Spells:
The Davra Orkid available to Sudulite spellcasters is: Creation-Illusion
(F2), Divination (F3), Elemental
Fire (F1), Elemental Water (F1), Emotion
(F2), Enchantment (F1), Manipulation
(F1), Healing (F1), Meta
(F2), Mind (F2) and Wards
(F2).
Arylwan's Escape F1
(Sudul/Regular; Resisted by IQ) |
Allow the priest to retreat
into deep meditation. A priest within Arylwan's Escape recovers
double fatigue. |
Candle of Kar Zyem
F1
(Sudul-Daggon/Regular) |
Cast upon a candle that was
created in a consecrated area, this spell creates a flame visible
only to the caster. The candle's "invisible" luminance affects
an area three hexes in radius. Kar Zyem's flame can be used
to start a real fire but once used the flammable material ignites,
the spell ends. |
The Dreaming Wall
F2
(Sudul/Area) |
Forthcoming... |
Daggon's Dance F1
(Sudul-Daggon/Regular; Resisted by IQ) |
Fills the target's sleep
with disturbing nightmares. When the target awakens they recieve
no benefits from a night's rest, and make all WILLpower checks at
-1 for following day. The WILLpower penalty is cumulative if
the "dance" succeeds on successive nights. |
Dust of the Sleeper
F2
(Sudul/Area) |
Allows caster to throw magical
dust into an area and cause sleepiness to descend upon those within
the dust's reach. |
Eyes of Tumul F1
(Sudul-Daggon/Regular) |
Increases the priest's perception
of her environment. |
Infinite Journey F3
(Sudul/Regular) |
Allows the priest to undergo
an out-of-body journey through the dreams of others. |
Jarjatha's Touch F1
(Sudul/Regular; Resisted by IQ) |
Causes sleep to overwhelm
a touched target. The target is permitted to resist the "touch",
but suffers a penalty equal to any accumulated fatigue. |
Labyrinth of the Mind
F3
(Sudul/Regular) |
Imprisons the target's mind
within a shifting maze of choices and obstacles. Only the most
intelligent victims can escape the maze before the spell ends. |
Portent of Nal Kirim
F1
(Sudul/Regular) |
Allows the priest to ask
a single yes or no question regarding an immediate situation. The
spell opens a link between the priest and a minor aspect of Sudul.
The aspect may or may not know the answer to the question. |
Script of Saluur F1
(Sudul/Regular) |
This spell renders a small
passage of text invisible to normal eye. If the text is placed
on the forehead of a sleeping person, they will dream the words. If
the person does not write down the words within moments of waking,
the passage is lost from memory.
|
The Seed of Thought
F1
(Sudul/Regular) |
Implants a thought or emotion
into the target. |
Seek Dreamer F1
(Sudul/Regular) |
Enables the priest to find
a dreaming target within the spell's range. |
Sleep of Centuries
F2
(Sudul-Jarjatha/Regular) |
A sleeping enchantment that
places the subject into unending sleep. At the time of casting
the priest must set a "key" to end the sleep. The key must be
something simple and non-magical. If the key is unsuitable the
spell will not work. |
Words of the Veil
F1
(Sudul/Regular) |
Allows a priest to converse
with a dreamer from within their dream. Targeted creatures engaged
by the spell must resist to eject the priest (and awaken) from the
dream. Ejection is resolved by Mental Conflict. |
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Navigation
Sudul
<< 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 Sudul have access
to the following domains
Air
Divination (DF)
Fate (FR)
Illusion (FR)
Knowledge
Magic
Mind (DF)
Worshippers of her aspects have access to
different domains. Jarjatha's priesthood
have access to
Air
Chaos
Charm (FR)
Good
Mind (DF)
while Daggons
priesthood has access to
Air
Chaos
Darkness (FR)
Evil
Madness (DF)
The Dream: A
few of those that worship Sudul have discovered a shared "altered
state" known as The Dream, or the Collective Dream. There are
several ways to achieve The Dream as studied and practiced by the faithful
of Sudul, but the most common means (by the unititiated) is by subjection
to the dreaming winds. Those thrust unbidden into The Dream are
often unprepared for the metaphysical "world" that awaits them,
an experience that leaves many as gibbering slobbering idiots should they
ever escape.
Most physical laws do not exist within The
Dream, though the experience parallels the waking world in many ways.
Though no two experiences within The Dream are identical, similarities
have been reported among those that have ventured there, and returned.
Those entering The Dream leave their physical
body behind, unprotected. The body's metabolism slows when the dreamer-animus
leaves, meaning that hunger, dehydration, suffocation, etc. take 4x the
normal time to affect the body.
There seem to be five main inhabitants within
The Dream. First, are the Uren with their various factions, (the
Sudulites are the most notable within the Dreamlands). The second
group of note are the Sentries. The third and fourth factions (and
most numerous) are the demons of Daggon (dagari)
and Jarjatha (jargath) who battle
ceaselessly across the landscape. Within Jadth, three groups are
initiated in the ways of The Dream, the Sudulites, the Illuminated,
and the Order of the Night Lotus.
D&D: Those
entering The Dream appear as an Image (a dreaming body). The only
abilities that transfer to The Dream are intelligence (Int), wisdom (Wis),
and most importantly charisma (Cha). All uninitiated characters
entering The Dream gain 4 hit points (Commoner, Level 1) plus their Cha
modifier. Within The Dream strength is replaced by Wis, dexterity
is replaced by Int, and constitution is replaced by Cha . A second
tier of "health" is similarly established based on Wis, but
these are sanity points. Every time a character's sanity points
reach negatives, a new insanity (read: role-playing opportunity) blossoms
within the character.
The only class levels that transfer wholly,
are priests or monks of a dream cult, and now-warrior psionicist classes.
Tranferred classes replace the Commoner level, they are not added
to it.
Denizens of The Dream are considered Outsiders (see MMp6), and through extreme force of will (1d4 points of temporary
ability damage per hour) may manifest within the waking world. This
manifestation is based upon a feat called Manifest Self, and carries many
restrictions although many of these obstacles are avoided on the darkest
nights.
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