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== The Halls of the Dead or the Nether World (Templar) == The Templar worship rites takes the mortal to the Halls of the Dead, where the ancestral pre-mothers rest. The Halls of the Dead (or the Nether World) is a gloomy and joyless place. In spite of its name, it is made up of barren and gray steppes, with variations provided mainly due to the mouths of dark caves. The roof of the Nether world is a starless night sky, which is sometimes illuminated by the light of the dying sun. The Halls of the Dead are populated by the spirits of the deceased. Most of these are gray and unintentional masses, they seem to focus on visitors, seemingly staring at them through their empty eye sockets. But the strongest of the dead are the Templar ancestral pre-mothers, the fabled heroines who have retained some portion of their will and personality. None of the travelers to the Nether World will experience the ancestral pre-mothers in the same way. One traveller will see a mythical heroine as a deceitful hag dressed in animal skins, another traveller will see the same heroine as a warrior maiden dressed in silk. More interestingly, a single traveler can encounter many different versions of the same ancestral pre-mother during their journey. This is confusing to novice spirit wanderers, but more experienced people tell us that a deep understanding of this truth is the key to the secrets of time and place. Like the animal spirits, ancestral pre-mothers can be divided into minor, major and great. Minor ancestral pre-mothers tend to resemble their mortal selves, though their empty eye sockets usually have a glimmer of shine as a premonition of their will. Their clothing and weapons are ancient but still clearly identifiable as equipment and weapons. The major ancestral pre-mothers are stronger, they are much more powerful than ordinary human beings in both size and nature. Their empty eye sockets are clearly distinguished by a steady burning light within, and their outfits are very primitive. The great ancestral pre-mothers are, like the great animal spirits, beyond mortal comprehension. The characters of ancestral pre-mothers are usually dark and wrapped in shadows, although they have brilliant light shining from their empty eyes. The characters of the great ancestral pre-mothers seem to be ever-changing and they may have animalistic features. The equipment they use is difficult to figure out due to their general vagueness, but both armour and weapons generally appear to be rudimentary. As with the great spirits, should a mortal defeat an ancestral pre-mother it simply means that the pre-mother did not concentrate on the character enough to crush it. Perhaps the mortal has been allowed to achieve its purpose, more likely it was ignored and was able to continue as an ant.
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