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, The Ancestors

b Daka Fal,

B Sanama
Reason for Existence
Daka Fal first appeared during the Great Darkness, after Grandfather Mortal
was the first to feel Death's touch and the way was opened for the living to die.
Many resisted this change and clung to life longer than they should. They lived
in hopeless fear amid the disintegrating world where Chaos seeped in, and the
living and the dead blurred together.
It was then that Daka Fal appeared and taught the Ancestors how to separate
the living from the dead. He taught the living how to test a creature to see if it
is truly alive or if it is a phantom spirit. He also taught the first burial rites to
keep the dead from harassing the living afterwards.
For this service and ensuring that humanity's Ancestors survived the Darkness,
Daka Fal was named the Judge of the Dead by the Gods, for it is he who knows
their power and holds all the secrets of Death.
The cult promises a personalised existence after death, where a worshipper
who has honoured his Ancestors and heeded the wisdom of those who came
before, shall be granted a safe place amongst them. As they have summoned
and beseeched their Ancestors, so shall the worshipper add their knowledge
and power to the Ancestor's collective.
Sanama is an old minor Goddess of the Dara Happans. She was a child of
Ernalda the Earth Mother and Hykim, Lord of Beasts. Much of her history is lost
to the myth time, but it is known that she was raised in the teachings and
knowledge of the Horned Man. Her children, the snakes, acted as messengers
in the spirit world for their Mother and Grandmother, slithering through many
places where those with feet could not walk.
The Golden Snake clan has acted as a refuge for Sanama's worship,
intertwining it with their own veneration of spirits and the Ancestor's. Many of
the women of the clan propitiate the Goddess alongside Ernalda, gaining
insight and prophetic knowledge in return for their oblations. The men venerate
her as a Great Spirit, understanding that if they show her respect and grant

shelter to her children, that she can reveal many secrets to them.
Social Position
The religion of Daka Fal is an integral link in the cosmic structure. It supports
the reality of human mortality by worshipping the Lord of the Dead, and by
drawing upon the dead for strength to survive in life. At the same time it
provides the basic barriers to help protect weak humans from the mighty
powers of the spirit world.
The cult of Daka Fal is widespread among the disaffected members of Orlanthi
and Praxian tribes, wherever Gods and people disagree. As happens in most
such circumstances, there is little actual social power or prestige in a Daka Fal
priestly position , except in rare clans where Ancestor worship takes primacy
over culture Gods, such as Orlanth, Elmal or Waha. Regardless of the degree of
respect they are afforded, the Shaman-Priests of Daka Fal have power which
cannot be denied. The forces they represent are too fundamental to be
eradicated, and Daka Fal will exist as long as people die.
Daka Fal has no Holy Day beyond the rituals observed during Sacred Time.
Special oblations are made to Sanama on Wildday of Fertility week in the Earth
Likes and Dislikes
The cult dislikes Gods in general, but is willing to compromise itself in favour of
being left alone when possible. Still, it is a hostile world full of imminent
dangers, and the cult distrusts all spirits and Gods which have not been
mastered. However, there is no particular dislike of any one deity, beyond two
core types. Cults who spread Death without reason, such as Zorak Zoran,
because Death separated men from their birthright. The second, is Chaos,
which is a specialised form of Death, but capable of destroying Gods and spirits
as well as mortal beings.
The cult holds another special hatred for Vivamort and his Hero, Delecti the
Necromancer, who resides the the Upland Marsh. Vivamort represents the
ultimate blasphemy, where someone willingly surrenders their permanent
aspect (the soul) to be destroyed in return for perpetual worldly existence.
The cult respects any who honour their ancestors and feels remorse and
empathy for spirits who are lost or without their own Ancestors. They often
seek to remedy this and restore the natural order of spirits wherever they can.
Membership Requirements

b R B

Lay Member
Lay Membership is given free to all living people. This includes all humanoid
races who worship this deity. Anyone is allowed to enter into the general
worship of Daka Fal and to venerate their Ancestors. Indeed, cult philosophers
whisper that all mortals are members, whether they realise it or not.

There are no particular requirements to belong, except that the Lay Member
participates in ceremonies and heeds the wisdom of those who came before
him. The cult offers no automatic benefits , but provides the accumulated
knowledge that the Ancestors gathered while they were alive.
Lay Members may learn Spirit Magic up to level 2. They may easily learn the
spells offered in the Cult lists, or give additional offerings for the chance to
learn spells gained from Random Ancestors.
Initiate/Assistant Shaman
Initiates must be willing to disavow all previous cult connections and stand by
the rules laid down by Daka Fal and their Ancestors. Rules deemed necessary
to lead worthy lives by their forebears and those which protect the borders of
life and death.
Initiates are expected to help defend their Priest/Shaman, and to assist in
rituals and other magical acts. They must help provide for their upkeep, as well
as providing food and shelter. This accounts for around 90% of their time
outside of Godday. In return, they will be taught the ways and mysteries of
In practical terms, the Initiate spends four days a week performing duties for
their Shaman, one day a week practising shamanistic skills and one day a week
being directly trained by their Shaman
Those wishing to draw power from the Ancestors and associated spirits, must
swear to follow the Taboo's laid down by the clan's High Shaman. For the
Golden Snake clan:

Watch over the Family

Obey the will of the Ancestors
Never dishonour an Ancestors
Never Bind or Possess a relative without permission

Sanama's path of spiritualism is not required but the Taboo's must be followed
if the Initiate wishes to gain knowledge or power from the sub-cult.

Never duel to the death

Never allow a snake or tribe member to suffer needlessly.

They must have at least 50%+ in two of the following skills



Spirit Lore

Human Lore

A new Initiate/Assistant Shaman will be taught the specialist magical skill of

Spirit Sense, the communication skill of Spirit Speech and will gain initial

training in magical skill of Spirit Combat. They are also able to train these skills,
as well as Spirit Lore.
They may sacrifice POW to gain Divine magic from the Ancestors and
associated cults. This magic will be spent until prayed for again during Sacred
Initiates may learn Spirit Magic up to level 4 or attempt to self summon and
then battle/bargain for higher level magic, if they feel able.
The Shaman-Priests form the core of the cult. Once a member has undergone
the ritual to awaken his Fetch, he is considered a full Shaman and a cult elder
in his own right.
They must have 90%+ in two of the following skills:

Spirit Combat
Spirit Lore

The candidates must also have 90%+ in ANY three other skills.
The Ancestors value all mortal achievements and mastery of any skill makes a
candidate worthy of their praise.
As a Shaman-Priest, they will have a respected leadership position within their
community and an equally feared reputation by outsiders. They will be required
to continue contributing to the welfare of their clan and chosen spirit allies,
ensuring that they keep to their Taboo's and honour pacts made with other
spirits. They will be required to make a gift of either a point of POW or a new
spell to an Ancestor at least once per year.
Awakening the Fetch
The Fetch is a portion of a persons soul which can be awakened. It can be
brought to living consciousness through certain trials, rituals and activities
which are very dangerous. Though everyone has a Fetch, very few wake them.
Once awakened it can never be put to sleep, dispelled or separated from the
Shaman. It provides a Shaman with distinct powers and vulnerabilities related
to their spirit tradition and acquired knowledge.
To become a Shaman, the assistant must awaken his Fetch. When his master
feels the assistant is ready, he guides him through the rituals necessary to
begin the process. In addition to the requirements of advancing to the rank of
Shaman-Priests, an assistant Shaman should aim to have Ceremony, Summon
and Spirit Combat at around 75% to have a reasonable chance of survival.
To awaken the Fetch and become a Shaman, the assistant must perform the
ritual at a holy place that lets him enter into a mystical spirit quest, fasting and
praying to awaken the powers within him. He remains on his quest for 1d6+1
days. At its conclusion the Horned Man, the First Shaman, will appear and take

the candidate along the path on his journey. He must face challenges of resolve
and the spirit, eventually culminating in a battle with The Bad Man. If he
succeeds, he will emerge a full Shaman. If not, he will be lucky to only die a
final death.
Rune Lords may regain their spent Divine magic spells each week, by casting
the Worship spell at an appropriate shrine, holy place or area created by Axis
Mundi on Godday.
Shamans may learn cult Spirit Magic up to level 6. They are also the most
proficient in Summoning the relevant spell spirits or propitiating their Ancestors
to potentially learn any Spirit spell at any level. Naturally, the higher the spell
level, the more potent the spirit holding it will be or the more gifts the Ancestor
will require to teach it.
Spirit Magic

Detect Enemies
Dispel Magic
Spirit Screen
Second Sight
Any known and obtained through Ancestors

Forbidden Spells
Divine Magic

Worship Ancestors
Axis Mundi
Free Ghost
Summon Ancestor
Incarnate Ancestor
Spirit Guardian
Spirit Melding

Flesh Man Provides Spirit Block

Sanama Provides Snake Head
Snake Head

Special Sanama Rune Spell

2 points

Duration 15 minutes, range self, reusable, non-stackable

This spell turns the head of the caster into that of a giant snake.
He gains 3 points of head armour (losing the benefit of worn armour there)
and a Bite attack of 50% plus his Attack modifier, doing 1d6 damage.
This Bite attack can be used in addition to normal attacks and parries,
though it must be used 3 strike ranks apart from any other attacks.
The bite injects poison with a POT equal to the caster's current CON.
The chance to hit may be increased by experience.