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Kahin


Kahins (KAH-hins) are idol-priests, believing that divinity is found in all things, and that through worship of certain items of power, they may come to understand the ebb and flow of mystical power and divinity in the universe. Their beliefs apparently predate the worship of the known gods of Zakhara, though their records are primarily verbal as opposed to written, kept for generations by other Kahins and sympathetic Rawuns.

Kahins claim to draw their strength from the basic energy of the land itself, though they do respect gods of the earth, agriculture, and the desert. Some outlanders from the North mistakenly call them druids, because both groups have similar attitudes and abilities. Like druids, Kahins believe that all forces are in balance - but from the Kahins' viewpoint, they are continually moving against one another. The Kahin symbol is six arrows arranged in an arc, all pointed downward.

Kahins have a skill for working with animals. Many Kahins feel uncomfortable in large cities or towns, and prefer to live in the wild, far away from other people. Kahins are a part of nature few Zakharans can comprehend or accept. Zakharans consider Kahins strange and wondrous.

Kahin Talents often resemble animal powers. Talents of this Discipline can influence aquatic creatures, flying creatures, burrowing creatures, and surface dwellers. They work against enchanted creatures, such as the pegasus, as well as they do against an ordinary house-cat. Many do not work against people or other intelligent life. Most Kahin powers do not affect the undead, demonic creatures, elementals, or creatures that are constructs of the Genies.

Role: The eternal balancers, Kahins are more devoted to the land, which is everlasting, than to people, who like matches are struck once and then extinguished. "The land" includes all expanses of nature, from desert to sea, arid waste to verdant valley. In fact, to destroy the desert would be as great a crime to Kahins as torching a field. For this reason Kahins are often considered obstructions to the growth of cities and consequently to the power of the merchant classes.

Kahins are wanderers and teachers, instructing men and women to live within their boundaries rather than expanding to excessive lengths. They have the most amiable relationship with others who live in peace with the environment, such as desert riders, mystics, and corsairs. Kahins are more uneasy with those who are severed from the land and who are by nature city-dwellers - for example, Merchants and the organised clergy. Kahins cause concern among civilised Zakharans because of their strange abilities and strange views. Zakharans feel that animals are valuable, and do not mistreat them out of malice, but still see them as inferior to ins. The Kahin's insistence that animals have value and rights do not fit in the Zakharan world-view.

Equipment: Kahins do not need much in the way of equipment. This is perceived as a threat by Zakharans. Warriors can have their swords taken from them, and mages need their matrices and grimoires, but a Kahin is always armed and dangerous.

Kahins are not permitted to wear any armour other than hide, nor may they carry shields. If they wear inappropriate armour, Kahins suffer a talent crisis.

Important Attributes: Charisma and Toughness

Requirements: All races and both genders are eligible. Half-genie Kahins tend to be more concerned with the type of terrain associated with their own element. The unisex title is Kahin (KAH-hin). The optional feminine title is Kahina (KAH-hin-ah).

Karma Ritual: The Kahin walks off a large circle, at least 20 yards in diameter, around the spot on which he or she last slept. The Kahin sits in the centre of the circle and makes a silent, meditative call to the animals of the area. At the end of the ritual, at least one local animal approaches (but does not enter) the circle. The Kahin motions for one animal to enter the circle. The ritual is completed as soon as the animal enters the circle. If the Kahin performs this ritual in an area devoid of animals, this lack of response reduces the Karma available to the Kahin through this ritual to 2 less Karma Points than he or she would otherwise be allowed.

Artisan Skills: Body Painting, Sculpture, Wood Carving.

FIRST CIRCLE
Talents
  • Claw Shape (D)
  • Dominate Beast (D)
  • Karma Ritual
  • Survival (D)
  • Tracking (D)
  • Unarmed Combat
SECOND CIRCLE
Talents
  • Animal Training (D)
  • Creature Analysis (D)
  • Durability (7/6)
THIRD CIRCLE
Talents
  • Animal Bond (D)
  • Cat's Paw (D)
FOURTH CIRCLE

Karma: The Kahin may spend a Karma Point on a Recover Test, or on a talent that substitutes for a Recovery Test.

Talents
  • Swimming
  • Thread Weaving (D)
FIFTH CIRCLE

Physical Defence: Increase the Kahin's Physical Defence by 1.

Talents
  • Heal Animal Servant (D)
  • Incite Stampede (D)
SIXTH CIRCLE

Karma: The Kahin may spend a Karma Point on any action using Strength only.

Talents
  • Astral Sight
  • Lizard Leap (D)
SEVENTH CIRCLE

Recovery Test: The Kahin gains an additional Recovery Test per day.

Talents
  • Claw Frenzy (D)
  • Safe Path
EIGHTH CIRCLE

Karma: The Kahin may spend a Karma Point on any action using Willpower only.

Talents
  • Lion Heart (D)
  • Poison Resistance (D)
NINTH CIRCLE

Social Defence: Increase the Kahin's Social Defence by 2.

Talents
  • Animal Possession (D)
  • Bestial Toughness
  • Howl (D)
TENTH CIRCLE

Spell Defence: Increase the Kahin's Spell Defence by 2.

Talents
  • Animal Leadership
  • Lion Spirit
ELEVENTH CIRCLE

Recovery Test: The Kahin gains 2 additional Recovery Tests per day.

Talents
  • Develop Animal Sense (D)
  • Tame Mount (D)
TWELFTH CIRCLE

Karma: The Kahin may spend Karma Points for actions using Dexterity or Charisma only.

Talents
  • Chameleon (D)
  • Frighten Animal Servants (D)
THIRTEENTH CIRCLE

Death Claw: When using the Claw Shape talent, the Kahin may spend up to 3 additional Karma Points for the Damage Test.

Talents
  • Pin
  • Shield Beater
FOURTEENTH CIRCLE

Spell Defence: Increase the Kahin's Spell Defence by 3.

Talents
  • Echo Location (D)
  • Spirit Strike
FIFTEENTH CIRCLE

Karma: Increase the Kahin's Maximum Karma Points by 25.

Physical Defence: Increase the Kahin's Physical Defence by 2.

Talents
  • Venom (D)
  • Web Astral (D)

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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, Dec 21, 2000.