Fate of Daq [Divine]
  • Prerequisites: Cleric only, Ritual Lore (Veneration), must worship Daq.
  • Key Skill: Wisdom (see Effects).
  • Time: 5 minutes.
  • Ritual: The God of Destiny teaches the Good & Evil, in their purest forms, are dangerous extremes that lead only to divisiveness & destruction. To curtail these acute excesses, the priesthood of Daq urges adherence to the True Path, a middle road paved with neutrality & balance. You can participate in a silent group ritual which shows the virtues of the Third Way. To do this, the ritual’s leader (usually a cleric of Daq) holds up a holy staff vertically in front of a pool of clear water, while the other participants (mostly worshipers of Daq; minimum 3) concentrate on a gray pebble that they each hold. The leader must repeat the following chant for 5 full minutes: Zabul beqi dui aq-gazila hebaq mashaz idai geju aq-harash duaz falaj tal ua mal (“Only by walking the narrow path between darkness & light can one find the true destiny.”). At the end of the chant, each supplicant takes their pebble & throws it into the pool while thinking of a single Yes or No decision they might make within the next three days.
  • Effects: The petitioner with the highest Wisdom check causes the staff to tilt to either the left or the right, thus answering his question. In a formal temple of Daq, there are stone columns to either side of the altar where the leader stands, one black (No) & the other white (Yes). The congregation doesn’t know whose question was answered. However, when the answer is given, each of the pebbles in the font is polished, turning either white from cleaning or black from being blasted with the grit of the others; this part of the ritual is not common knowledge. Although it’s hard to tell which pebble was yours, it is possible with a successful Spot check (DC5 + 1 per participant), so you might get your answer anyway. The answers given often have a profound effect upon the requesters; this ritual can open their eyes to a new destiny, or at least a means of changing their current fate.
  • Untrained: Impossible. Knowledge (Religion) to learn.
  • Failure: Not applicable; there are no consequences for failing to get the best Wisdom check.
  • Removal: NA.