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Khaine, God of MurderBy Alfred Nunez
Khaine is depicted as a grotesque, squatting daemonic being with a huge, leering fanged mouth, a great horned head, and four arms, each holding a bloody dagger. He also wears a necklace of innumerable skulls. Khaine is an insane god worshipped either by murderous men or would-be Necromancers eager to wield the powers Khaine offers in return for service. Khaine is generous to those who add to his dark realm with offerings of blood and murdered souls.
Symbol: Khaine's symbols are a scorpion poised to strike and a human bone carved in the likeness of Khaine. In secret rituals and ceremonies, Initiates and Clerics wear black robes or other outer garments trimmed with red and yellow, and elaborate masks depicting the horned, fang-jawed face of Khaine. Additionally, they bear staves carved from human bone which feature the fanged skull motif. Area of Worship: A secret cult proscribed and actively persecuted in the Old World and Araby. The cult of Khaine originally found followers in ancient Nehekhara which worshipped a large pantheon of decadent gods. Khaine is still worshipped openly in isolated areas in the Badlands and the Dark Lands. Worship in the Old World is rare and followers remain few. Temples: There are no obvious temples nor shrines to Khaine in the Old World or Araby. Instead, his worship is pursued in secret temples and shrines hidden in basements, caves, remote areas, etc. There is no common architecture to these places of worship, except for blood stained altar before a statue of Khaine. Participants in ceremonies and rituals take mind-altering drugs which facilitate communion with the Lord of Murder and Undeath. Primarily, these rituals consist of consecrating souls in ritual sacrifices to Khaine. In other cases, these rituals may be conducted as a petition to Khaine to grant participants Unlife so they can better serve his will. Friends and Enemies: Friends to no one, not even to the Chaos cults as the cult of Khaine tends to be treacherous, unpredictable, and highly unreliable. Eternal enemy of cults of Old World, Morr and Ormazd in particular. Holy Days: Khaine has no holy days. Khaine will always accept a soul dedicated to him. If the sacrifice pleases Khaine, he may bestow a blessing. At times, Initiates and Clerics may be directed by Khaine to undertake more aggressive programs of murder and assassination or more ritual sacrifices. Failure to perform to Khaine's pleasure will usually result in an insanity point or two. After all, his followers may be able to perform better if a little more unhinged. Cult Requirements: None. However, Khaine does not permit cultist to renounce his worship at a later date. Any attempt to do so guarantees a horrible death which sends the soul to his dark realm for eternal torture. Strictures: Followers of Khaine must abide by the following strictures:
Spell Use: Clerics of Khaine may use any Petty Magic, Battle Magic, and Necromantic Magic spells. Skills: In addition to the skills normally available to Initiate and Clerics, followers of Khaine may pick one extra skill at each level, from the following list: Arcane Language: Necromancy, Concealment Rural, Concealment Urban, Disguise, Frenzied Attack, Herb Lore, Hypnotize, Prepare Poison, Shadowing, Silent Move Rural, Silent Move Urban, Street Fighting. Trials: Trials set by Khaine typically involve the capture and ritualistic murder of a cult enemy. Blessings: Khaine favors the skills listed above. Favored tests include fear and terror so that the servant of Khaine can retain some control in their dealings with the more powerful of the Undead. A blessing from Khaine may include a temporary increase in Will Power and Cool, as well as a permanent increase in the number of Insanity Points, so that his cultist may better serve Khaine.
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