In the beginning was the Worm – and the Worm was God.
Our God is a hungry God and we must feed it. As an initiate, it is your duty to seek non-believers and to send their living souls to the sands of Leir 3 where the Worm God lies in wait. Then we witness, with humility, the judgment of the sands.
At first there were the outlaws who hid on Leir III. To survive, they adapted and became legendary nomad sand warriors. Small isolated groups, hardened by the relentless weathering of the merciless sands.
Then came the cults: The Cult of the Glass Sea, The Cult of Vast Silence – and in the face of the Valakkar, many many worm cults emerged. Amongst them, the Cult of the Worm God and its varied customs.
They saw their forefathers as fate-bound to arrive on the planet so that future generations could serve the Worm God, of which the Valakkar are believed to be a physical manifestation.
Amongst the multitude of harsh and judgemental rituals is their most infamous – ‘The Passing of the Sands’. Upon arrival, the victims must walk a deadly three kilometre stretch across the sands where the Valakkar are known to dwell. Only by reaching the end of this treacherous journey will the victim be set free. Few make it.
Although Outriders frequently return to Leir III to complete ceremonial duties, much time is spent infiltrating all areas and institutions within habitable space.