The Gods however rebelled for a moment; none of them wished to lose their most favorite playthings, so once again a decision had to be made. Finally, it was reached; each god would have dominion over the souls of each of their most devoted and favorite pawns. The only question that remained was what to do with the souls of the rest. Khadina once again stepped forward, offering his realm, Varloche, as a resting-place for the souls of the departed. Since Khadina had suggested making the pawns mortal in the first places, the Gods agreed it should fall to him to be responsible for the dead.
Khadina is the least worshipped of “The Ten.” While he is not evil, and most people acknowledge that death is an inevitable part of life, most of them don’t want to be reminded of their own mortality. Followers of Khadina are few and Ministers are fewer. Most often those who follow Khadina have experienced great loss and sadness in their life. The ceremonies and rituals of Khadina are somber and solemn for the most part. While they acknowledge the continuing existence of the soul of the departed, they also deal with the passing on of those that are loved. Often times those who attend the mass of the Church of Khadina are mourning the loss of a loved one, or seeking to remember one who has passed.
Those few individuals who have experienced the call to serve Khadina as a Minister are rare indeed. Often times they are those who have experienced great loss and death in their time, and seek a better understanding of the subject to deal with their loss. However, not all Ministers come from such a background. Other Ministers may be healers, who have realized that some wounds and hurts are beyond their skill, and the best thing is to ease the pain in whatever way they may find. Still others seek only the knowledge of death and the afterlife, the pure curiosity of understanding and knowing the unknowable has its own allure. Whatever the draw to the service of Khadina, the service itself is arduous. While the Ministers of Khadina are not feared, nor hated, they are a constant reminder of the people’s own mortality, and many find the presence of a Minister, unnerving or unsettling.
The real decoration comes in the graveyard. Once away from the main proper of the Temple of the Ten, the Temple of Khadina has more freedom to express themselves. Well-built fences surround most graveyards, most often out of stone. Intricate gateways and arches at the entrance to the graveyard are very common, if not expected of a graveyard tended by the Church of Khadina. The tombstones themselves can vary greatly, but often they tend to be elaborately decorated if the family of the deceased can afford the decoration. Angels, flowers, symbols, or family heraldry are not at all uncommon to be carved in to the stone or wood of the grave marker. In towns and cities where gentry, nobles, or even wealthy citizens are present it is not uncommon for the graveyard to have one or more mausoleums, which in itself is often intricately decorate. In most graveyards there is a section set-aside for non-citizen races; the Ministers do not decorate or care for this section any less. Whatever decorations a non-citizens family can afford are allowed, and the dead are treated with no less respect, for in death, all are made equal.
The grounds themselves are well kept and very often are well manicured and decorated. Gravel walkways, flowerbeds, benches, and shade trees are all well cared for by protectors, apprentices, and usually the Ministers themselves. Stone walkways are sometimes employed, though gravel is actually preferred as the additional care that is needed adds to the improved image as well. Shade trees are employed in places around the graveyard often, however any fruit or nut bearing tree will not be found in the graveyard, though flowering trees may be or be right outside the graveyard perimeter.
It was decided that since the Prophet struck the name, gender, and race from all records upon passing that it should never be recorded again, and so the Book of Khadinest’s original author remains a mystery. In the book however there are 12 chapters. Each chapter deals with the relations of Khadina and another God. As it is widely known there are 11 Gods and Khadina is one of them this at first presents the question of why not 10 chapters? The simple solution is the first Chapter is about Khadina, and also his son. The next ten chapters are devoted to the other Gods and Goddesses. The final chapter is left blank. Scholars speculate that Khadinest died before finishing the book and the final chapter was to be the relation of Khadina with the mortal races. Others say that Khadinest finished the book, but the last chapter was lost. Another rumor speculates that the final chapter is devoted to a demi-goddesses, Khadina’s daughter and Medraut’s twin… who serves as a shepherd for the souls of the dead into her father’s realms. This last claim is only substantiated by near death experiences where people, mostly men, have claimed to see a beautiful angel of a woman reaching out for their hand.
The Trial begins by the Minister preparing for a week long fast and seclusion. Long hours of prayer and meditation are used to prepare both mind and body for the ordeal. Once the Minister believes they are ready they find a suitable place for their Trial and step into seclusion. The place chosen for the Trial varies from Minister to Minister...some choose tombs or graveyards. Others choose places where they will be exposed more greatly to the elements as if to further demonstrate their resolve. Regardless the general practice is the same. For a week with only water the Minister sits in quiet contemplation and meditation. Only a single Protector watches over the Minister and ensures no one disturbs the Trial.
The Trial ends at the end of the week long fasting, or when the Minister experiences a powerful vision from Khadina. Often times a particularly devoted Minister will continue past a week if a vision has not presented itself, often to the detriment of their health. It is the Protector’s job to ensure that the Minister does not die and that no one disturbs the Minister during the trial.
The entire month of Khadinora is holy to the Church of Khadina. The entire month is spent with devotions, fastings, and prayer services. It is during this month that all of those who passed away the year before are celebrated and remembered. Even those from other faiths who would not travel to Varloche are remembered and honored during these weeks. In Varloche a similar set of welcoming celebrations are held for those who have joined the dead during the past year.
The first day of Khadinora is a day of mourning and preparation. Ministers of Khadina spent the day purifying the temple and graves of their cemetary. The second day of Khadinora is the Day of the Dead, when celebrations are held honoring the recently deceased. The second week of Khadinora is spent by the Ministers fasting and in prayers to their god. Many choose to sequester themselves in privacy during this time; although many cannot since people continue to die and the families need the help of a minister. Some ministers go so far as to recreate their Trials from their initiation into the church.
The third week can be the most dangerous, and the most active for the priesthood. During this week, the recently deceased from the previous year are allowed to roam the world. Many of the dead choose not to burden their loved ones with their sudden re-appearance. Other souls too filled with vengeance or selfishness choose to walk the land of the living in order to solve unfinished business or slay their murderers. Keep in mind that the dead do not gain omniscience after death. They can only know what they did before they passed on or what others may believe happened to them. In addition, many of the dead return to this world as disembodied spirits, only a few return as corporeal beings. After the week has completed all of the dead feel the pull of Varloche once again. Some are able to resist that pull and stay in the land of the living as ghosts or spirits.
The list of required skills is distinct and individual for each of the three sects. A more general list of available occupational skills follows after the individual sects. In Alpha Arkana 2.0 most priests can only select one power at creation. Those that do not select a background may select one additional power. All priests gain one power at 15th level. Priests using the Alpha Chronicles rules must purchase any number of priestly powers with Option Points. They may not select from these lists unless their GM approves the purchase and they must still expend Option Points.
Disciples of Khadina
The first of the three major sects is the Disciples of Khadina; they are the most common of the three sects and are
the only type that most people have contact with. The Disciples are the keepers of the shrines and rituals of Khadina.
They minister to the needs of the people and the settlement that their shrine belongs to. They perform such functions
as consecrating graveyards, funeral rites, assistance to Varloche, mass, and occasionally when called on by the city
guard, investigation.
Required Skills
Available Priestly Powers
Inquisitors of Khadina
The second is the next most common, Khadina’s Inquisitors. The Inquisitors hunt down and seek out the undead,
practitioners of necromancy, followers of Medraut, and followers of Lilith. These are the followers of
Khadina most likely to join the Grand Inquisition, and most often the most fanatical about their work. While the
Disciples are concerned with the upkeep and administration of the faith, the Inquisitors are concerned with actively
seeking out the enemies of Khadina, and those forces that would harm the people and bring about death before its time.
Required Skills
Available Priestly Powers
Harvesters of Khadina
The last sect has barely enough members to be acknowledged and its members are considered the rarest and most blessed
of Khadina’s followers. The Harvesters are an unusual group and are of themselves divided between two types. The first
are the Reapers, most often male these individuals ease the passing of the aged and infirm, as well as reap the souls
of those whose time has come. The second are the Banshees, heralds of the coming of Khadina, whose wail heralds the
death of those whose time is near.
Khadina chooses both groups from birth, no one chooses of their free will to be a Harvester. Khadina grants both groups the ability to sense imminent death, as well as granting them additional powers depending on which group they belong to. Reapers are granted powerful auras that resonate with the power of Khadina allowing them to call upon the flames of the darker parts of Varloche, the icy grip of Khadina, or other more interesting effects.
Required Skills
Reapers Only
Banshees Only
The following list of Options are available for a priest of Khadina when created with Alpha Chronicles. The numbers following the option is the point cost that must be spent to purchase the option. All point costs are for the most recent version of Alpha Chronicles. Previous versions should use the lowest available cost for the specific option chosen. Some of the available options may need to be tailored to the death or afterlife specialties of the faith.
| Angelic Aura - 30pts | Cloak of Night - 60pts |
| Danger Sense - 50pts | Darkness - 90pts |
| Death - 200pts | Death Tell - 50pts |
| Destroy Undead - 50pts | Detection - 30pts |
| ESP - 70pts | Faith - 25pts |
| Ignored - 50pts | Life Drain - 30pts |
| Medium - 50pts | Mystic - 40pts |
| Phasing - 100pts | Soul Projection - 50pts |
| True Sight - 50pts | Unremarkable - 50pts |