Signs

Starsigns & Moonsigns

Astrology is the study of the movement of heavenly bodies and their effect on people lives. Many believe that the “sign” or “sphere” one is born under determines things about one’s life and powers. These “spheres” are in turn modified by the phase of the moon, and other celestial factors. Those born as a comet races across the sky may have powers that others born on similar days do not.

For reasons that are not clear, not everyone seems to be affected by the state of the celestial sphere. With few exceptions, the faithful of Sūdul however, seem both blessed and cursed by celestial “signs”. Some attribute this anomaly to the god’s astral influences, and the belief that the Dreamlands exist near the ethereal.

Starsigns

Each season contains six starsigns, establishing a 24 symbol zodiac within the four elements: Mærū, Phlōgòstrū, Noltrū, and Teréðrū. Many of the zodiac signs were adopted from Panæði constellations used to map the stars, and retell ancient stories and legends. After 193 HK, more signs were adopted from prophetical Jædðàri sources and applied to constellations of the northern hemisphere. It would not be until 744 HK that the Council of Lanàdus would adopt the full range of zodiacal spheres used to this day.

Since both Lanàdus and Jædð are equatorial, many of the constellations appear in the lower limits of the night sky to northern observers. Sailing by the stars also becomes a problem, as most early celestial maps were designed by Jædðàri navigators who rarely plied the northern seas. Circa 920 HK, Iri Macar, an Ezmìri priest of Pað finished construction of an elaborate starchart entitled Æstyra Ekàðora which remains the reference astrological work. During the Taldàna-Ezmir War from 218-230 DR, the Æstyra Ekàðora was lost, though since then pages of the manuscript have surfaced from Oð to Æzàlar.

Marus (Spring)

  1. Amàrad 1-14 ≡ Teðin (The Infant): Icon of the Panæði Cycle, the infant is ripe with symbolism. Portrayed as a baby stepping from discarded swaddling, holding the handle of a small sword in one hand, with a dead bird hanging from the other. The newborn represents the re-birth of the year and the arrival of gods from the Eternal Tree of Dru Irigrìm. The sword is the might of the Dekàli Empire while the bird is both foe and feast. Talents: Astronomy, History, Meteorology, Physiology
  2. Amàrad 15-28 ≡ Ðar Màral (The Three Ladies): This starsign depicts the goddess Amra and her consorts Dalàsia and Tyçal. During the Amàrad midmonth when the constellation takes its proper place in the heavens, Taldàna holds a four-day celebration in honor of the goddess. On the last night of the celebration, the feet of statue of Amra are covered in wildflowers. Amran faithful born beneath Ðar Màral are considered blessed, and may enter the Amran priesthood (Dalāsyi and Tyçàli cults do not require this). Talents: Artist, Dancing, Diplomacy, Erotic Art, Poetry, Singing
  3. Maran 1-14 ≡ Galèrya (The Wargalley): A sailed galley, the sign of Galèrya has evolved considerably from its simple Jædðàri origins. Originally a tribal canoe symbol, the constellation now depicts an early Dekàli war-galley. The war-galleys were a feared image throughout the Dekàli Sea, representing the Empire’s might and inexorable push into new regions and shores. Later, the name Galèra referred only to the black dragongalley of the High King (see Galèrya). Ships that are “christened” beneath Galèrya are believed to never stray. Talents: Crewman, Geography, Navigation, Shiphandling, Swimming
  4. Maran 15-28 ≡ Wurdus (The Drowning Man): The original image of the Drowning Man is attributed to many historical figures that were claimed by the sea. Wurdus I was a High Lord of Kændal, who upon realizing the terrible madness that had caused him to kill his family, pitched himself from a high cliff above the Nyr Wurdus. Following his suicide, five witches were tried and executed for placing the curse upon the High Lord that had driven him to his misdeeds. In addition to their talent, those born under this sign gain a +2 bonus to their HT checks to avoid drowning. Talents: Escape, Jumping, Mind Block, Psychology, Swimming
  5. Orid 1-14 ≡ Zultàyan (Bloodling Ocean Monster): A Lanatian image, Zultàyan is an aquatic behemoth that swallows ships and islands. The image of the Zultàyan varies widely as no reliable accounts of the monster exist. Some sages believe that the creature may be a Bloodling. The Zultàyr, in ages past, were believed to be the armies of Zultàyr; they deny this. Many ships that disappear at sea are credited to the monster’s eternal hunger. Zultàyi babes that are born blind are believed to have unerring navigational abilities, and often command a high price in the slavers’ markets. Talents: Breath Control, Fishing, Intimidation, Naturalist, Swimming
  6. Orid 15-28 ≡ Pri (The Fish): A Jædðàri sign, the fish has beautifully flowing fins and golden scales. Legends tell of sailors lost at sea who were led back to land by these golden fish. Thought to be benevolent water spirits, the Pri are a welcomed sight to sailors and fisherman. Any that kill a Pri, it is told, will never find shore again. The sign represents promise, hope, and charity. Those born under the sign of Pri, who abstain from eating fish or fish products for their entire lives gain the Absolute Direction advantage at 0-cost. Talents: Acrobatics, First Aid, Navigation, Survival, Swimming

Phlōgòstrū (Summer)

  1. Flald 1-14 ≡ Essèyne (The Child): Icon of the Panàðan Cycle, the child is a symbol of youth, vitality, and promise. A slim youth in a plain tunic, Essèyne is usually portrayed in a mischievous or carefree manner. The name belongs to the legend of one of the Hundred Gods that never grew to adulthood. Panàthan faithful born beneath Essèyne who forego use and possession of all weapons, gain the Longevity advantage at 0-cost. Additionally, Essèyne-born pilgrims who make the danger-fraught journey to the Shar’s center are believed to receive a long forgotten knowledge. Talents: Escape, Fast Talk, Gesture, Performance, Sleight of Hand
  2. Flald 15-28 ≡ Pagàna (The Burning Woman): The heretic was a Kændàlan figure, dragged to the stake and burned by Dekàli forces for witchcraft. Pagàna is believed to have been a priestess of some ancient cult, who like thousands of others who refused conversion, were rounded-up and killed during the conquest. Her story is different however, as she was able to summon the old gods to intervene on her behalf. Pagàna stepped down from the stake as her fetters burned away, sheathed in the fire of her execution. Striding through the streets of Kændal, she sought out the invading Dekàlyr with her fiery touch. The image of Pagàna represents strength through adversity. Talents: Alchemy, Escape, Intimidation, Occultism, Religious Ritual
  3. Eren 1-14 ≡ Urzyel (Neðérim): The Shroud presented an outline of Neðérim for the Council of Lanàdus, listing the head of the infernal heirarchy as Urzyel. Urzyel is not Zyrrn or Dekàli, but borrowed from Lyran mythologies, and the belief that the outer-worlds are ruled by horrible monsters that prey on mortal souls. Though less powerful than any one of the Dekàli gods, it was surmised that the corruptible human heart granted Urzyel vast powers over the Uren. Those born under Uryzel are watched carefully, for too often madness blossoms within them. Any born beneath this sign gain the Bloodlust disadvantage at 0-cost following their first kill. Talents: Disguise, Filch, Poisons, Stealth, Symbol Drawing
  4. Eren 15-28 ≡ Samad (Bloodling Dragon): In the distant Land of Wurm rose the first creature, and she claimed the world for her own. Above, the gods battled onward, and from their blood rose more creatures of every shape and size. Samad flew through the world breathing fire on the newborn invaders, but even she could not kill them all. In the end she withdrew to the land of her creation, and her children have been hated and feared for all time since. Talents: Flight, Intimidation, Leadership, Search, Thaumatology
  5. Tolð 1-14 ≡ Anðus (First High Lord): Anðus I founded the fledgling empire that would come to rule the Dekàli Sea. The First High Lord, Anðus led the first armies onto the shores of Terèðor, and probably died from wounds sustained in the Battle of Anugð. The constellation that bears his name depicts a kneeling figure with arms upraised, the scene of his return to Lanas with news of victory. The sign of High Lord Anðus I is not adopted by other cultures. The Acèntyrans depict Tolð’s first sign as a Dekàli-Dirimori soldier, bearing a beam across his shoulders as he marches to his crucifixion. Cohorts and followers hired under this sign tend to be more loyal than those gained at other times. Talents: Administration, Diplomacy, History, Leadership, Strategy
  6. Tolð 15-28 ≡ Lurdùrun (The Pillar of Flame): An ancient image of pre-Dekàlas origin, the Pillar of Flame was the favored image that deities would chose when they appeared to mortals. A lurdùrun therefore, is a channel through which mortals learn about the eternal mysteries. One of the few reported stories of a Dekàli god appearing to a mortal occured in 312 HK when Pæð’s lurdùrun instructed the high priest Ta’ul Mafur to begin building the Halls of Panæð. Mafur returned from his Shar retreat burned from head to toe, bearing the words of the all-knowing Pæð. Talents: Public Speaking, Religious Ritual, Research, Thaumatology, Theology

Nol (Autumn)

  1. Lanal 1-14 ≡ Luros (The Man): Icon of the Panàthan Cycle, Luros is depicted as a strong adult man. Originally a nude image, many astrologers of the Late Empire increasingly armed the figure with classic armor, helmet, shield, and sword. The man represented maturity, responsibility, and the strength of form and character, the ideal Dekàlyn. Ironically, the historical Luros was a hero of Anū Gyð, martyred during the First Expansion by the Lanatians. Talents: Animal Handling, Carpentry, Farming, Soldier
  2. Lanal 15-28 ≡ Naðal (Ancient Sky Deity): An indelible eidolon of an old man twisted backward as he gets tossed by the winds. On ancient Terèðor, Naðal was believed to be the master of the winds, sky, and storms. Unlike other deific figures, Naðal is never portrayed with control of his elements and powers, but rather as a frail old man at the mercy of his purview. Talents: Acrobatics, Jumping, Meteorology, Musical Instrument
  3. Vulūne 1-14 ≡ Sordòreúl (The Birds): An ancient symbol depicting three birds flying in an obtuse V. In Dekàli myth, the birds were messengers bearing news that Ruun had escaped the hoary shades of Drāūn’s demesne. In the Ummòni legend, Īrul released the birds so that the world would know that Ruun now stood beside him. Angered by this, the Fisher of Souls moved all the warriors of that realm to the isle of Nuth, where they could never escape. Talents: Animal Handling, Flight, Mimicry, Naturalist, Singing
  4. Vulūne 15-28 ≡ Adàlya (Weaver of Time): An old woman with flowing silver hair weaves a tapestry draped heavily across her lap. At the bottom of the tapestry rolls a kitten named Talèis who unravels the tapestry from one end as it is woven at the other. Adàlya’s origins lay within Kændàlan fairy tales. The story involves an elderly man who seeks out an Elve woman to turn back time so that he can save his beloved from drowning in a river, many years before. Touched by his dedication and love, Adàlya searched the tapestry and pulled out a single thread that ended with blue. The man returned to the bridge and found his young beloved, standing on the bridge where she had fallen unaged. The young woman holds the old man who dies exhausted in her arms. In later renditions of the story, Adàlya was pictured as an old Yrūn woman, rather than an Elve. Talents: Fortune-Telling, Hidden Lore (Spirits), History, Sewing
  5. Drûr 1-14 ≡ Jar En (Minions of Sūdul): The Jar En are fantastic dreamland creatures of varying shapes and sizes. These dream spirits are thought to be chaotic phantasms but Sūdul priests believe that they serve very specific duties to the Dreaming God. Jar En occur most commonly in the Dreamland jungles of Jædð, where skeptics attribute the sightings to hallucinogenic blossom drifts. The constellation of Jar En is an amorphous cluster of stars. Those born beneath Jar En are believed to be able to come and go through the veil of Jædðwithout resistance. Talents: Cryptography, Dreaming, Herb Lore, Stealth
  6. Drûr 15-28 ≡ Dramàdis (Sword of Irul): A short Ummòni sword, the starsign is often depicted as an elaborate weapon embedded with precious gems and sometimes held aloft by a gauntleted hand. The Ummòni perceive the Sword of Īrul as an unadorned weapon, sheathed in the Blood of the Countless. Priests of the War God explain that the gauntleted hand is inappropriate, for Dramàdis need only be commanded by Īrul before it would enter the battle on its own. It is said that Drāūn was displeased with the weapon, and cursed that it could never take a life. Thereafter the sword could only maim in battle, and created the terrible Headless. Talents: Armoury, Metallurgy, Soldier, Tactics

Terèth (Winter)

  1. Ældrūan 1-14 ≡ Agnàdðana (The Elder; Teacher): Icon of the Panæði Cycle, Agnàdðana is an ancient and cruel woman who sits with a sagely owl upon her head. Lady Winter, as she is sometimes called, is responsible for the dying world. Perhaps more interesting is the evolution within the Panæði Cycle of an infant, to a boy, to a man, and finally to an old woman. Early Dekàlyr referred to Agnàdðana as gender neutral, though later Dekàlyr (9th century HK) referred to her (and all icons of the Panæði cycle) as hermaphrodites. She is the patron of the childless, and mother of orphans. There are few that admit to being born beneath Lady Winter’s gaze, and those that have been are often hidden until Berl swings into the night sky. Being born beneath Agnàdðana carries a -5 point Social Stigma. Aware Panæði faithful benefit from an additional +1 to IQ-based skill rolls during Agnàdðana’s arc. Additionally, Panæði priests receive an additional +1 to HT checks versus Cold. Talents:: Autohypnosis, Hidden Lore (Afterworld), Occultism, Theology
  2. Ældrūan 15-28 ≡ Berl (The Anvil): The constellation of Berl has been interpreted differently throughout the regions of Dekàlas. In 744 HK the High Queen, carrying a scroll presented her by the Council of Temples, assigned the star cluster as Berl in honor of the completion ofKyrm Oryroð. The anvil, symbol of Roð, is the sign of crafters and makers. The 15th and 16th of Ældrūan have traditionally become festival days, celebrating local crafts. In some areas the festivals have evolved into a time for gift exchanging; provided the giver created the item themselves. Aware Roðite faithful benefit from an additional +1 to craft checks during Berl. Talents: Carpentry, Leatherworking, Masonry, Lockpicking, Smith
  3. Sharak 1-14 ≡ Sulyel (Dekàli Hero): A hero surrounded by many tales, Sulyel is most famous for his battle with the bloodling Sharak. Believed to have been a slave soldier, Sulyel earned his freedom on the battlefield. Following Ruun to Ummon, he encountered Sharak. Sharak demanded the lives of twenty soldiers but Sulyel declined. The two fought a wide-ranging battle, until all of Sulyel’s weapons had broken against Sharak’s body. Calling his riders forward, Sulyel commanded them to encircle the monster, entangling its legs with grapnels and ropes. Sulyel dodged and taunted the mighty Sharak, distracting the elemental titan from the operation below. Finally, he lured the monster off-balance and the titan toppled, falling into rubble. Talents: Knot-Tying, Leadership, Riding, Strategy, Tactics
  4. Sharak 15-28 ≡ Sharak (Bloodling Earth Monster): The Mountain King was a massive creature that guarded the Snaking Pass. Legend tells that when Sharak smashed the mountainsides with its rocky fists, boulders would rain to the ground. From this debris the Hörks were born. Sharak ruled the pass, demanding tributes from all those that would cross his mountains. Those that could not pay were devoured. Sharak represents primal strength and guardianship. Shields and wards bearing the truesign of Sharak gain a +1 bonus. The use of Sharak’s truesign by non-elementals angers surrounding elementals. Talents: Geology, Immovable Stance, Intimidation, Throwing
  5. Orol 1-14 ≡ Tarras (First God): Dekàli mythology tells of a mysterious being named Tarras, who was able to speak with the Eternal Tree. Tarras appears nowhere else in the legends except where the tree is involved, prompting many to believe that Tarras and Dru Irigrìm are the same. Tarras is portrayed as a crying elderly man with a heavy wooden staff. The staff bears leaves appropriate to the season. The sign of Tarras represents communication and empathy. Tarras is revered as a nature deity and sometimes associated with Wōd. Those born beneath Tarras are not soon forgotten. Talents: Detect Lies, Diplomacy, Linguistics, Naturalist, Public Speaking
  6. Orol 15-28 ≡ Dru Irígrim (The Eternal Tree): The tree is the lost mother of all gods, Bloodlings, and mortals alike. Mentioned only in the creation scriptures, Dru Irígrim is the oldest element of the Dekàli mythology and was likely adopted from earlier ‘pagan’ beliefs. The tree represents many things. Some see the tree as life, motherhood, and family. Others see the tree as stability, the binder of cycles, the beginning and the end; its roots holding the world together. In the Panàthan Cycle, the elder man climbs the tree and descends as an infant, reborn. Those born beneath Dru Irígrim are believed to live longer. It is believed that the tree stands at the place named In’Orol. One of the trees that grew from Life’s seeds, that bore the fruit from which the Hundred Gods arose. The Eternal Tree is believed to be the lost mother of all gods, Bloodlings, and Mortals tying all living things into a single organic family. Saplings from the roots of Dru’Irigrim are believed to be places of great power (rf. Arkirun) and holy significance within many World religions. Those born within the arc of Dru Irígrim who never set “flame or axe” to wood, gain a rank of Hard to Kill at 0-cost. Talents: Climbing, Farming, Geography, Naturalist, Survival

Moonsigns

Exceptions to the starsigns are moonsigns. Moonsigns are zodiacs that appear under a full moon within a zodiacal arc. The most common moonsign is that of Talēis the Cat. Anyone born on a non-mooncusp fullmoon (Mamra or Wōd) during the arc of Adàlya, is Talēis. Other moonsigns appear in conjunction with eclipses and anniversaries (i.e. decennially, centennially, and millennially). Ðurkan the Apprentice arrives within the arc of Berl inside the full cusps of Mamra on each decennial anniversary of the destruction of the First Temple of Roth (242 HK). When determining moonsigns, the true full moon must show within the range of a given starsign for cusp dates to count outside of the starsign’s reign.

Example: Regarding moonsigns, if Mamra were true full on the 14th of Ældrūan (Agnàdðana), it’s cusp would not count toward the 15th (Berl). But, if Mamra were true full on the 15th (Berl), it’s cusp would extend into the 14th (Agnàdðana) when determining moonsigns based in Berl.

Commemorative

  • Ældrūan (varies) ≡ Ðurkan (The Apprentice): A decennial moonsign, Ðurkan reigns only on 10 year anniversaries of the destruction of the First Temple of Roð (242 HK), appearing within the cusps of true full Mamra inside Berl. Recent occurrences of Ðurkan have been 562 (10/14-10/16), 572 (10/19-10/21), 582 (10/24-10/26). 592 (none), 602 (none), 612 (10/18-10/20), 622 (10/23-10/25), 632 (none), 642 (none), 652 (10/18-10/20). Any born beneath Ðurkan are welcomed unconditionally into the Roðite priesthood. Additionally, aware Roðite faithful that are born beneath Ðurkan’s arc gain the Gadgeteer advantage at 0-cost. Talents: Craft (e.g., Leatherworking, Masonry, Smith)

Conjunctive

  • Vulūne (varies) ≡ Talēis (The Cat): The moonsign of Talēis appears only on the true full phase of Mamra or Wōd under the starsign of Adàlya the Weaver. The playful cat which unravels Adalya’s tapestry of time. Talēis is the most recognized moonsign within the Dekàli zodiac. There are few that read the sign as anything but trouble. The temple of Orynder requires the killing of babies born under Talēis, for they are believed to be agents of entropy. Many classic villains of Dekàli folklore have been rumored to be Talēis. It is believed by some that during Talēis, all cat-like creatures are imbued with supernatural abilities to avenge wrongs done to their kindred. Those born beneath the Talēis sign, gain the Animal Empathy (Cats) advantage at 0-cost. Talents: Animal Handling, Blind Fighting, Climbing, Disguise, Escape, Jumping, Sleight of Hand, Stealth, Streetwise