Ancestralism

Not to be confused with Ancestral Faith

Info
Although the religion can be practiced by anyone, the majority of them are Ickin and Arktisians as they are the ones who started the belief when their religions of Ickism and Ancestralism merged. Ickin-Ancestralism is a very varied religion including features from other faiths all over Rathnir and eldham, the pantheon of gods is also enormous compared to most other religions, with a total of 12 primary gods, and an uncountable number of lower and evil gods. There are two kinds of deities in Ickin-Ancestralism, the Ancestors (who teach us how to act and what is good) and evil “Karthuun” (who teach us what we must avoid at all costs)

Adum and Void
Above the earth as we know it there’s a land of divine light and harmonic songs, brave heroes and great leaders, gods and priests, that land is called Adum. Adum is the land of the ancestors and their Archancestors, it is a land of perfect beauty, where no darkness can reach. Adum consists of several white islands over a pure blue ocean, and in the middle: a palace forever lit aflame by Farkin’s unholy flame, weakening its power, allowing voidlings to invade Adum, fueling the eternal war between night and day.

Below the earth is the void, an eternal darkness only inhabited by Voidlings, evil spirits and Karthuun. The void is divided into domains called void-planes, each one is ruled by a Karthuun, they are nothing but torture dungeons for their respective Karthuun, each one has its own methods of trapping the victim and torturing the ones who don’t make it out.

Void gates
Void Gates are links between the void and the two worlds of Adum and Earth. Some void gates are permanent, others close after a short while. They can only be created by The Archancestors and Karthuun but the process in creating one is so difficult and draw-out that only two permanent void gates are believed to exist.

Gate Melta
Gate melta has been on the edge of the world ever since its creation, leading out of Adum and earth and into the void, luckily Hjemu eternally stands guard at gate melta, ensuring nothing gets into Adum, sadly however, he can only guard one Gate at once and so Gate Arka goes unguarded and is prone to voidling invasion. This is the gate that the Sun goes through during sunset, to later re-enter through Gate Arka.

Gate Arka
Unlike Gate Melta, Gate Arka is on the opposite edge of Adum and has only been there for approximately 80000 years, it was created by Segra during the origin of Twilight which started the day and night cycle. Hjemu is the only one strong enough to withstand the forces of the void, and so the void army of Gate Arka cannot be stopped, only slowed down. This is the Gate that the sun goes through during sunrise, so it may watch over Adum and keep Voidlings out before leaving through Gate Melta.

Rifts
Void rifts are improper temporary gates that can be opened by Karthuun or happen randomly under certain circumstances, however it is very rare for one to open in the living realm or Adum as they are protected by the ancestors.

Jahmell cycle
The Jahmell cycle is the bottom of the iceberg of the religion, it is the creation and destruction of worlds, meaning that one day the world would come to an end, this event is called Blas-Kath.

Blas-Kath
The prophecy of Blas-Kath was introduced from Ickism once the two beliefs merged, it is said that the event is divided into three days.

On the first day, holy Bluefield is destroyed, reduced to ashes, be it from war, natural disaster or exploitation for resources, once the holy land is gone, so is the world.

On the second day Ickin-Ancestralism will be banned across the world and the practitioners of it will be hunted down.

On the final day Night falls upon the world one last time as voidlings descend from the blackened sky and destroy everything in or out of sight.

Escaping the cycle
It is said that once the Blas-Kath prophecy is fulfilled those who are worthy will escape the cycle and find inner peace, those who escape are neither dead nor alive, but have joined with the one truth, and found inner peace within oneself.

January: The Ancestors of the Weather.
These ancestors remind us of the continual changes in life. Some places are rainy and often gloomy, others are sunny and hot with hardly a single drop of water. Yet even then, it is not always rainy and not always sunny. They remind us of both the doomed end and the beginning of both misfortune and prosperity.

January archancestor: Halla
Halla is the god of emotions, her cries, laughter and fears shape the world. Although she can never truly control her power, as one can never control fate, only embrace it. Halla and her followers believe that to escape the Jahmell cycle one must embrace what they cannot change, and come to terms with who they truly are.

February: The Ancestors of the Moon.
These ancestors remind us that even the most distant things in life can yet have the greatest influence on our lives. The moon is a light for the darkness of the night. These ancestors show us there is yet hope in times of difficulty.

February archancestor: Thandri
Thandri is the god of Stories and the moon, Echoes of the past, so far away, yet so close to our hearts. Even if a story is forgotten, Thandri will remember it, if the moon has gone down, it is still there.

March: The Ancestors of Flame.
These ancestors remind us that all things must be either kept pure or renewed. Fire either consumes or it purifies and though it burns, it does not burn everything. They remind us to judge according to wisdom what must remain and what must change or even what must be destroyed.

March archancestor: Errel
Errel is the god of work and commerce. In his mighty forge Errel smiths his life work, with tools of destruction he refines and creates. However, Errel is extremely stubborn, swearing never to leave his forge, even if it means his demise. Errel and his followers believe that to escape the Jahmell cycle one must be hard working and to never give up.

April: The Ancestors of Nature.
These ancestors remind us of the struggle for survival. Though nature is beautiful, everything in it competes for its own life. They remind us not necessarily to fend for ourselves, but to do what is needed for the preservation of all life.

April archancestor: Kreath
Kreath is the god of mercy and nature, she wishes for the prosperity of all living things, Kreath believes in the kindness of every being. Kreath and her followers believe that to escape the Jahmell cycle one must love and respect all life, no matter how small.

May: The Ancestors of Royalty.
These ancestors remind us of the seriousness, burden, and glory of leadership. They tell us to remember our leaders who have led us, both those who have led us well, and those who led us poorly, that we may remember the wisdom of history.

May archancestor: Dealus
Dealus is the god of kinship and family, he protects all who truly care for eachother. Dealus does not care for praise or sacrifices, but only that his followers keep fighting for the ones close to them. Dealus and his followers believe that to escape the Jahmell cycle all one needs is the love of those around them.

June: The Ancestors of the Sky.
These ancestors remind us of knowledge, and the things beyond life itself. The sky is endless in all directions with no end. One could make an endless journey through the earth and never reach its end. They remind us that we learn something every day, and no one has reached the end of knowledge, neither can they.

June archancestor: Memu
Memu is the god of harmony and knowledge, he picks no sides, has no ideals, his vast knowledge and intelligence has led him to this belief. Memu and his followers believe that balance within ourselves is the true way to escape the Jahmell cycle.

July: the Ancestors of the Hunt.
These ancestors remind us of the glories of the hunt and of war. The spirit of that which we hunt lives on within us and strengthens us. Though war is its own punishment, they remind us of the sacrifice of soldiers for us.

July archancestor: Hjemu
Hjemu is the god of heroism and duty, he has chosen to stand forever by the gate to the void in order to protect the living world from demons and evil souls, he and his kin believe that to escape the Jahmell cycle, one must be brave and heroic.

August: The Ancestors of the Sun.
These ancestors remind us to seek the source of things. The sun is one of many reasons for life yet many call it the source of it. They remind us to seek the true meaning of other's motivation, reasoning, or thought.

August archancestor: Farkani
Farkani is the god of redemption. He is not like the other gods, not only is he an eagle instead of taking a humanoid shape, but he was not born the same way the rest of the prime ancestors were, he used to be the companion to the Elder God of fire Farkin, but after his master set the palace of sol ablaze, Farkani realized that his master was truly evil and decided to abandon him to fight against the void horde in Adum by carrying the palace so that it would not fall into the hands of the void. Farkani and his followers believe that to escape the Jahmell cycle one must realize the error of their ways and see things from another's perspective.

September: The Ancestors of Water.
These ancestors remind us that even small things and little efforts continually done have massive impacts. A continuous little stream is all it takes to form a massive canyon. If enough drops fall into a cup, it will eventually overflow. They remind us to continually strive for the greater good, even if our efforts are small.

September archancestor: Heka
Heka is the goddess of common folk, farmers, mothers, soldiers, she does not grant her blessing to the rich and powerful. Heka is known as the gardener, she travels the world with her husband Bheka changing slight imperfections and helping the ones in need. Heka and her followers believe that to escape the Jahmell cycle one must not have too much, nor too little, to walk the middle path.

October: The Ancestors of the Harvest.
These ancestors remind us of gratefulness for things large and small. Every living thing has its own lot, whether it be full of good fortune, or much misfortune. Yet there are some who choose gratefulness. They also remind us of almsgiving to those who have less than us.

October archancestor: Bhayis
Bhayis is the god of fortune, in Adum he works in the endless golden fields to supply food for the gods and angels. When he isn't working, Bhayis travels the world with his wife Heka, to bring people the luck they deserve.

November: The Ancestors of the Earth.
These ancestors remind us of both the firmness and yet the temporality of all things. A rock will no longer remain a rock forever. The winds can make even the roughest terrain to flatten. Even mountains can rise in an instant. They remind us to remember how easily things can change no matter how firm things may seem.

November archancestor: Tserra and Merra
Tserra and Merra are twin gods of truth, they teach us of how truth is only what we know it to be, and how quickly it can change as we learn more. Tserra is the god of foresight, being able to see the future, but he cannot remember anything and Merra is god of Hindsight, with the ability to remember anything he has ever happened, together they are practically all-knowing.

December: The Ancestors of Death.
These ancestors remind us of both our inevitable end but also our continued life beyond. It is natural to think the dead have something to do with us and that we have something to do with them. They remind us of those past us and those ahead of us to understand wisdom and pass it on to the future.

December archancestor: Gabral
Gabral is the god of death and the bastard son of Hjemu and Kreath, he is no evil god, he does not condone murder or pestilence, rather he takes care of the dead and makes sure they find the afterlife safely and don't get lost along the way. Gabral is often associated with lanterns as he uses them to show the path to Adum and is often depicted as carrying one. Although Gabral tries his best to get as many people as possible into Adum, if the void takes them he cannot save them.

Void horde:

Karthuun:
The elder gods of tarnished worlds, most now corrupted by the void, the majority are seen as evil. Each Karthuun has their own domain in the void which serves as a wicked and twisted afterlife for their followers,

Jakakuran
Jakakuran is the god of pestilence and disease, all he cares for is spreading his plague. He sees his disease not as a misfortune, rather as an army which he uses to cleanse the unworthy, who he deems worthy though, is up to chance. His void-plane is an eternal desert of disgusting rot and disease, the only way to escape is to accept one’s fate, if one fails to come to terms with their future, they will be transformed into one of Jakakuran’s disgusting soldiers of death.

Segra
Segra is the god of war, not like Hjemu in any way, Hjemu is the god of duty and honor of war, Segra only cares for the conflict, destruction and death.

Barad
Barad is the god of randomness, gambling and alcohol. Any addiction that one may have pleases Barad, he uses addiction to manipulate his followers into doing his bidding. Barad’s void plane is a casino full of possible prizes and drinks, the only way to escape is to ignore all the prizes, drinks and games until a void rift opens.

Ten
Ten is the god of Plundering, known as the thief king, he has the ability to turn invisible and take the appearance of other people, his void-plane is a towering mountain of gold and jewelry with a void gate at the top, the only way to escape is to reach the gate without giving into the greed, if one tries to take any of the gold they will turn into a golden statue for the taking of another greedy thief.

Farkin
Farkin is the god of fire, he loves starting wildfires and setting homes aflame, thousands have perished to his unholy light. Farkin’s void-plaine is the well known realm of the Nether, this plaine is full of fire and lava, once banished to the nether one will be merged with the sand and become part of the fire god’s kingdom.

Alkuun:
Alkuun is by far the worst Karthuun to be taken by, as the God of torture, murder and blood you would expect as such, Alkuun is aligned to no other Karthuun as even they see his methods too brutal.

Hummhex
Keeper of secrets and lord of hints, this is the Karthuun that is said to have created the realm called the end, endermen and the ender dragon. Hummhex claims to know everything about Adum and earth, and that worshiping him will grant you with "sacred knowledge". This Karthuun takes the shape of a hand, with a single eye on the palm of it, if one is to summon him, he will manifest as the summoner’s hand. Hummhex's followers are gifted with "the secrets of the universe", sadly, most minds cannot handle the power of this knowledge and end up dying from the sheer power of the ancient knowledge. Hummhex's worshippers are sent to the end when they die, and slowly they turn into an enderman, one of Hummhex’s personal slaves.

Hiku Baun
Karthuun of trickery and luck, this Karthuun is way more mild than most others, he does not enjoy the death of mortals, but he would not go out of his way to save a man. Hiku Baun usualy takes the form of a man with pale skin, other than this, his appearence seems to change from person to person and there is no absolute description of him. Hiku Baun's followers are gifted with improved persuasion. Hiku Baun seems to in reality be two very similar gods, Hiku (god of blind luck) and Baun (god of trickery) But it is unclear if Hiku Baun is actually two gods, or if this is another one of his tricks. It is hard to learn anything about this god since he appears differently to anyone who sees him, and his love for tricks does not help that. Hiku Baun's greatest story is about the origin of twilight, he helped Segra start the war between Void and Adum.

Voidlings:
Beings born from the pure evil and darkness of the void. Voidlings can take many forms, each one equally terrifying.

Void prince:
Extremely powerful Voidling, each one is a chosen of their respective Karthuun. Some Voidling princes become so powerful they overthrow their Karthuun and take their place.

Spirits:
simple evildoers, turned into monsters, and forced to fight for the voidlings.