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  1. Here is writeup for a covenant that figures in to my Vancouver game. Feel free to steal whatever is useful. Please let me know if you find it useful. Akhu en Kemet Overview The Covenant of the Blessed Dead of Egypt (Akhu en Kemet in the ancient tongue) is the oldest extant vampiric covenant. It is very much a native association, tied to geography in a way no others are. Although including religious aspects like the Lancea and Circle, it is slightly less a religious order and more of a nationalist organization. Because of its geographic isolation and relative xenophobia, the covenant is practically unknown by the rest of the Kindred world. The Akhu believe that their Embrace was a dark apotheosis; Kindred are minor gods, walking the night among mortals. The devout among them believe in the power of the gods of ancient Egypt, and lead unlives that (they believe) will bring cosmic order. As a covenant dominated by Mekhet, one should not be surprised that the Akhu are secretive and mysterious. They are bitter that their sworn enemies, the Lancea, stole the secrets of their magic, and they fear their ancient nemesis, the mysterious VII. The Akhu are in all ways conservative. They do things as they have been done. Even in the face of changing time, they are slow to adapt. Members The vast majority of members are native Mekhet, followed by Gangrel, Daeva, and Nosferatu in more or less equal proportion. Ventrue are the least common, with most of that clan siding with the Invictus in Cairo. Few who are Embraced by non-Akhu are allowed into the covenant. History The first Mekhet arose near Nekhen before the settlements of the Nile unified. Many of the elder Kindred were treated at gods, each residing in a temple along the great river. Others roamed as predators in the desert, content to be regarded as evil spirits. For a while, conflicts were between the settled Mekhet of the temples and the wandering Mekhet who trespassed. But as mortals grew more numerous and more ambitious, the undead found themselves in larger intrigues and battles. These pressures forced Kindred to band together, joined by states or by merging cults. So these territorial animosities continued for centuries. But invasion changed that. The Mekhet had known of the existence of blood-drinkers from other lands. A few traveled to Egypt with caravans, and others in delegations. But when several tribes attacked from the east, Kindred came with them. Where their mortals conquered, so did they, slaying or binding the native Kindred. It was after these attacks that the Egyptian undead realized how alike they were compared to the strangers. It was then that the Blessed Undead came together against the outlanders, forming the first covenant, uniting the Kindred of Upper and Lower Egypt. In time, the ruling Hyksos were driven away, and with them went most of the outlander undead. Some few joined the Great Covenant and took up their ways. With the crisis past, many among the Egyptian undead would have preferred to withdraw from their alliance. The Cult of Amun supported the leaders of the covenant, as may be expected. Interestingly, the Cult of Anpu threw their support in as well, and eventually most of the other cults and unaligned undead acquiesced. With the structure in place, the Akhu en Kemet grew in power in Egypt, and even began spreading outward towards Mesopotamia and the Mycenaeans. It was during these decades that the Akhu mingled with other lineages of Kindred, for better and worse. In 1102 BC, a large portion of the covenant met at Pi-Ramesses during the celebration of the beginning of the season of Innundation. It was during this meeting that, like a whirlwind, VII struck. There was fire and darkness, and in the course of the night roughly half of the covenant was exterminated; nearly every member of the Hetkepu bloodline was ash by the morning. In the wake of this savage attack, the leaderless Covenant collapsed. Only decades later, as slumbering elders began to arise from torpor, did the various cults began reaching out to each other again. Never again did the Akhu have any substantial presence beyond the traditional borders of Egypt. The practice of the Hollow Embrace gained popularity during this period, under the (unsubstantiated) assumption that VII would not seek out vampires who had no Ka. As the power of Egypt faded and invaders descended, foreign Kindred followed in greater numbers. Over generations, the native Kindred either converted or subverted the strangers. As the new covenants arose, so did the old identity reassert itself; the Akhu en Kemet strove against the crusading Lancea et Sanctum and, to a lesser extend, the Invictus. The Akhu claim that the Lancea stole the secrets of their magic, changing it and calling it Theban Sorcery. In the 13th century AD the battle against the Lancea was largely won, although some Invicta have held on to modern times. Since the 18th century, members of the Ordo Dracul have sojourned in Egypt, with less enmity if not more trust between the covenants. In the 19th century, members of the Bak-Setcheri bloodline settled in London, taking a scholar as a ghoul and later as a Childe. He wove a story of ancients which rang of truth but did not point directly to the Akhu en Kemet. The branch of the Bak-Setcheri called itself the Libitinarius, and drew on Roman, Greek and Egyptian elements for all public trappings and rituals. Indeed, most Libitinarians claim membership in the Ordo Dracul and know little or nothing of the ancient Covenant of their lineage. Modern Nights Now the Akhu dominate or outright control Kindred society across Egypt – excepting Cairo. Cairo is controlled by the Invictus, and even with pressure from the Akhu that is unlikely to change in the near future. The Nesew, or leader of the covenant, traditionally resides in Luxor, although Alexandra supports a larger population of Kindred. The Akhu en Kemet is dominated by elders. Because of their rites protecting those in torpor, elders suffer the Fog of Ages to a much lesser degree than Kindred in other Covenants. Neonates are expected to toe the line with the basic philosophies and cosmology of the ancients; those who grew up steeped in monotheistic cultures must either accept a new truth (and many are convinced in time) or learn to fake it well. The latter seldom gain much status in the Covenant. If there is a saving grace for young Kindred, it is that the conservatism of the elders results in few Embraces compared to Kindred elsewhere. Cities which in America would be teeming with vampires may hold only a handful in Egypt. So long as a Kindred stays within the bounds of vampiric law and custom, he has access to all the resources the city has to offer. The Akhu have the same predatory tendencies inherent to all Kindred. Although inevitably there is conflict between individuals and factions, the combination of ingrained cosmological belief and time-tested custom quells the worst of this. Each member knows their place in the world, and most realize that restrictive laws are protection as well as obstacles, and breaking them threatens the societal structure that ultimately benefits all Covenant members. Because the Akhu en Kemet has looked inward for so long, the Covenant is practically unknown outside of Egypt. As the mortal world expands and interconnects, it is becoming harder for these Kindred to ignore the outside world. Since the 19th century, there have been scattered forays into Europe, the Americas and elsewhere. Modern communication systems have allowed Kindred to form mortal intelligence networks, learning most of what they wish without leaving the security of their homeland. Benefits: All full members of the Covenant have access to the mystic Discipline called Heka. While many rituals are open to all, some are jealously guarded by different cults within the Covenant. Philosophy: Ma’at At the heart of the belief system is the concept of Ma’at. It is a complex and pervasive principle dealing with balance and harmony of the natural order. It also covers justice. It was through Ma’at that the universe was originally structured, and without Ma’at the universe will fall into chaos and destruction. And where do the undead fall in the natural order? They are, essentially, minor gods – blood-drinking, sun-fearing gods – charged with preserving the basic order of the world. What this means exactly will vary by the point of view of each Kindred. Some do this through guarding spiritual gateways, others by quelling or inciting political or religious movements. Many seek lost knowledge, but are more likely to hoard esoteric lore than to get it into the hands of those who could use it. The average Akhu cares less for the state of the temporal world than for the city or even neighborhood where he resides. However they choose to live, members of the Covenant are expected to respect the hierarchy. The temporal and spiritual leaders of the Akhu have authority – but have obligations to their inferiors as well. At least in principle, each individual’s power is circumscribed by custom. In practice, well, they’re vampires, but in general the ideal holds well enough to keep the framework stable. At the Center of the World The Covenant believes that Egypt is the spiritual center of creation. As the power of a vampire is centered in his heart, so the universe is likewise affected by what affects Egypt. Further, the Akhu en Kemet believe the world’s first vampires originated in the Nile valley (a point contested by other covenants) as minor deities. As such, they feel that, as lesser gods, they have both the power and the obligation to keep the world on track. There is debate as to what the other world’s Kindred are – the childer of apostates, or descended from the gods of other lands – but the Akhu know themselves to be a step above the outsiders who have lost the path of the gods. That outsiders completely disregard Egypt's crucial position in the grand scheme merely shows how tragically confused they have become. Be Wary of Change The Akhu are in all ways conservative. They do things as they have been done. Even in the face of changing time, they are slow to adapt. Rituals and Observances: There are few rituals in which all Akhu are required to participate in. The most important rites in each cult are performed in private by the priests. Some cults do have communal ceremonies to release magical energies or to strengthen bonds between the members. Individual Akhu may send prayers to their kin in torpor to ease their passage, and some will send hymns and prayers to the gods to gain favor in their own unlives. Titles and Duties: Note: where two names for a titled are listed, the second is the female version. Nesew (“King”): The nominal leader of the Covenant, both in temporal and religious affairs. The Nesew is highly respected and influential, but although in theory he wields total authority over every Kindred and cult in the covenant, he is careful to exercise little direct control outside his personal domains. Indeed, much of the leader’s activity is carefully circumscribed by custom. By tradition, the Nesew resides in Luxor. Tjatey/Tjatet (“Vizier”): The Nesew’s lieutenant, focused primarily on temporal affairs. The Tjatet is the more a part of night-to-night activities of the Covenant than is the Nesew, and thus wields more functional power. Nekht Kheru (“Strong Voice”): Functions as the herald for an authority. Kenbet: Court, held by a council; equivalent of primogen council. Herey-tep/Heret-tep (“Prince”): The equivalent of Prince. The alternate term “Nomarch” is also popular, especially among the less conservative members. Imay-er (“Overseer”): Position granted by the Herey-tep over various domains. Setchem (“Judge”): Acts both as judge and legal counselor for leaders. More often than not, a Hem-Ma’at fills this position. Sen/Senet (“Brother/Sister”): The rank and file of the covenant. Hem-netjer-tepey: High priest, leader of a cult Hem-hewet-netjer: “temple priest” leader of a cult in a given city Wa’eb/Wa’ebet: lesser priest of a cult Cults Many Kindred personally venerate one deity above all others. The more important gods and goddesses have cults with their own priesthoods and ceremonies. A city may have more than one cult functioning, but often one is ascendant. In practical terms they function as both power factions and guilds. The larger ones resemble guilds; for example, several cults carry knowledge about weathering the effects of torpor, but the cult of Anubis is without question the authority on the subject. Cult of Amun: Predominant of the vampiric cults, and universally Mekhet. Tradition holds that Amun (whose name means “hidden”) was the father of all Mekhet. Until the waning of the New Kingdom, the vampire priests of Amun were renowned for their command over spirits. Although the Hetkepu have never fully recovered from the VII attack millennia ago, they are still among the most knowledgeable of any vampires in regards to the spirit world. Cult of Anubis/Anpu: The second-largest cult, they specialize in the study of torpor, and know more about preserving both body and mind of the sleeping Kindred than any other cult. Cult of Nephthys: Those who serve the Mourning Goddess are often called upon to assist neonates in coming to grips with their new state. This usually takes the form of counsel, but may also involve helping the new vampire to loosen any awkward ties to their former life. Cult of Seth/Sutekh: On the surface, this cult is dedicated to chaos and war. As such, its members have been persecuted in many domains ever since Hyksos were overthrown. Their true aims are more nuanced, however –– they do sow discord and conflict, but within the greater harmony of the cosmos. To a Sethite, chaos brings freedom and the potential for greater strength. They are also militant against spiritual interference, for in their minds spirits bring tyranny rather than freedom. Cult of Sekhmet: Those who follow Sekhmet are feared warriors, guardians and assassins. When the nesew seeks vengeance, a follower of Sekhmet is usually his instrument. Cult of Ha: The followers of the God of the Western Desert are few, but are the sole claimants to the dunes and oases beyond sight of the Nile Valley. Few undead would brave the empty wastes, and none can tread the trackless sands with such unnatural ease. Covenant Laws There are a great many customs and rules both written and unwritten which guide the Akhu en Kemet. But there are several rules that carry as much weight at the Traditions do outside Egypt. They are known as The Elder Laws. Diablerie: Devouring the soul of the Akhu invites your own destruction. Diablerie is a crime worthy of destruction, full stop. That isn’t to say it is never done. But the fate of a soul is determined in the next world, not in this one. Even the lawful destruction of a Kindred only extends to his physical body. Right of Rest: The resting place of the Akhu is inviolate. Disturbing a Kindred’s resting place is a great sacrilege. Not even the Covenant leaders would violate a crypt with impunity, whether a haven from the day or a hundred year torpor. Of course, they have no such qualms about burying the entrance in rubble, or waiting for the sleeper to emerge and then staking her. Domain: The King in Egypt, the Prince in his city, the priest in his temple, or the brother in his haven: All owe the holder of a domain respect. This parallels the common tradition that even Princes should be respectful inside a subject's haven, though that haven is within the greater princedom. Balance: No king is so great that he stands above Ma’at; no desert dweller is so small that he is beneath the notice of Ma’at. The flipside of the previous law, this dictum reminds that even the powerful have limits they should not cross. All have a part to play in the order of the universe; authority should be respected, but authority should also be respectful. One should note that wise use of power isn’t necessarily a “good” use in the mortal sense. Good and Evil are human values which can change in definition from generation to generation. On the other hand, Chaos and Order are cosmic values which never change – although their quantities may wax and wane. Accounting and Progeny: The blood is sacred. Use utmost care in choosing who to share it with. Until the offspring takes their place among the Akhu, The maker is accountable for their actions. While this Tradition suggests the stigma attached to siring an inappropriate Childe, in reality the Childe’s behavior reflects on the Sire long after he is released. This is one reason why few Childer are created. Potential sires may watch, study, consult kin or priests, and generally overthink the situation until the candidate has past his prime so to speak. It is considered far better to withhold the gift of immortality to a worthy mortal than to have to destroy a mistake. Hospitality: A brother owes the traveler shade and protection, and the traveler owes respect. Show honor to the one who sojourns in your house, for in time you may be a sojourner. In a land of sun and sand, this law is necessary for travel. Invoking this law keeps the peace among rivals. The Veil: Do not reveal your true nature to those not of the Blood. Yes, this is the Masquerade, and it is perhaps interesting that the Law didn’t include this tenet before the decline of the pharaohs. View of the Others: The Akhu en Kemet do not proselytize. An outsider wishing to join the Covenant will find suspicion and several formal trials before being accepted. The Akhu naturally feel superior to Kindred of other lands, and outsiders should tread carefully. Here are some generalized attitudes towards other covenants: Carthians: Newcomers, experimenting with new ways to survive and rule. By their nature, they will never find stability, for the “power of the hour” will sweep out the new “old” and bring in the latest “new”. Circle of the Crone: Some among the Circle seem very congruent with the Akhu in temperament and belief, even worshiping the same gods. This is a fallacy. First, the Acolytes have so many disparate belief systems and methods; even the worship of Isis can vary wildly from one circle to another. Secondly, their rituals involve copious amounts of blood, a sacrifice many Akhu feel is not universally appropriate. In spite of these differences, the Blessed Dead are more likely to find peace and even alliance with local Acolytes than with any other Covenant. Invictus: While respect for age and authority is a cardinal virtue among the Akhu, power for power’s sake is not encouraged. Lancea Sanctum: The belief that the undead are chosen by an almighty deity to be agents of evil is laughable to a Covenant that believes in neither monotheism nor evil. Ideology aside, the Sanctified’s early activities in Egypt – searching, slaying, and stealing – earned eternal enmity from the Akhu. Ordo Dracul: The relationship of the Akhu with the Ordo Dracul is, relatively speaking, amiable. Most Dragons who come to the desert are respectful scholars, and there are blood ties – albeit distant – to consider. The Blessed Dead know better than to trust them, however. A scholar’s willingness to travel to foreign lands is as dangerous in his greed as a crusader is in his righteous wrath. Unaligned: The Unaligned are viewed with suspicion in Egypt. They are outside the order of things and therefore unknown quantities. When anything threatens the stability of Akhu society, it is often the Unaligned who are the scapegoats. Symbols: Compounded ankh, djed and uas nb. The ankh is flanked by the heads of a cobra and a vulture. Ankh: Life Djed: Stability Uas: Power and dominion Cobra: Represents Lower (northern) Egypt Vulture: Represents Upper (southern) Egypt
  2. This character just became Sworn of the Dying Light tonight. On the off chance someone might need some inspiration at some point, here is the oath I used for the occasion: I, __________, do of my own free will and most solemnly swear the Azure Oath, in the presence of those likewise bound by this Oath. I swear that I shall never reveal the secret doctrines and policies of the Oathsworn to the unsworn, even at the hazard of my existence. I swear to use my intellect to further the Great Work, both by my own efforts towards Transcendence and by guiding the efforts of those in the Order; I swear to obey my superiors and those of greater rank, holding the wishes of the sworn above the commands of the unsworn, even as I hold the wishes of Dragons above those of outsiders; I swear that I shall shun the black arts, nor shall I traffick with dark powers that imperil the soul, nor will I engage in any action or line of research that may threaten the security of the Order or of any Academy therein; I swear that when called upon to offer council or render judgment I shall use discernment and wisdom, judge impartially, and always keep the needs of the Order foremost in mind. In so swearing, I take my place among my fellows, invested with the authority, rights , duties and responsibilities that have been borne by the Twilight Dragons since Dracula himself charged Anoushka to unlock the secrets of Transcendence. Should I prove false or unworthy of this great oath in any way, may the stain of my dishonor be cleansed in fire, and may my ashes be scattered on the wind.
  3. Modifying clan name

    According to Budge's hieroglyphic dictionary: m'kha-t (owl-sieve-vulture-loaf + clarifier) means "a balance" as in a set of scales (or also, "peasant"; presumably a context issue), which is the form that the clanbook author subscribes to. I'm not keen on it myself, partly because I find the meaning less appropriate than other interpretations, and partly because it was (p. 285) m'khet (owl-wood-sieve/loaf + clarifier) means "palace watcher" (without the clarifier, "assistant"). This is the one I mostly use in my games (p. 265) a similar m khet (owl-wood-loaf + clarifiers) could mean "after, behind, in the following of, in accordance with, posterity, futurity, declared to posterity" mek-t (owl-cup-loaf) means "protection", which could be where the amulet idea came from. (p 330) There is also a m'kht which means "metal objects" and m'kh-t which means "a beating". I've got the set of books, but there are also free pdfs of the volumes online if you are interested. **** My wife looked over the books during lunch and wanted to add her thoughts: From a strictly phonetic standpoint, m'kht ( "owl-sieve-loaf") is appropriate. From an ideographic standpoint, there are two versions that could work well from the standpoint of meaning: m'kht+ stair (owl-sieve/loaf + clarifier), which she translates as "in/within the stairs of judgement" m'kht+hetm, for "within/towards the seat of judgement" (she suggests the final m may be minor enough to be overlooked in speech). Caveats: 1) All this is based on writing. I don't know how "palace watcher" might sound different from "assistant"; it could be a contextual difference alone. 2) Given the several thousand years hieroglyphics were in use, and given that references suggest that folks from far upper Egypt had a hard time understanding someone from the delta, once can assume that both the sound and attendant meaning of "Mekhet" in the modern night may have been utterly different in the time of the Old Kingdom.
  4. This is what I came up with for my game. Haven't needed to use it. I presume the cost is severe enough to make it unlikely to be utilized. On the flip side, it is a good way to lower BP.
  5. Egyptian sorcery

    Thanks. Steal away.
  6. Egyptian sorcery

    After looking over Ancient Mysteries and the Mekhet clanbook, I came up with the following rituals for the Heka system. The first is mostly useful for older Mekhet who don't want to end up with amnesia like Doe. The second is useful for Kindred with Blood Tenebrous from the Spirit books. Recall the Ren (• Ritual) For the Mekhet, they are so a part of the occluding darkness that the shadow begins to veil the individual’s sense of self, until even one’s name and gender is forgotten. This ritual reinforces what the vampire knows about himself, making it harder for basic of identity to be lost. By the ritually speaking his name and salient facts while carefully writing or tracing his true name (or Ren), he ensures that inner shadows will not erode self-identity, at least for a time. As a side benefit (and more applicable to younger Kindred), performing this ritual makes it more difficult to alter or erase the Kindred’s memories. This ritual does not bring back lost or altered memories. Cost: 1 Willpower Roll: Intelligence + Occult + Heka Modifiers: Writing the name in the air instead of on a surface w/ ink (-3), Using an amulet or other permanent surface with the name permanently engraved upon it (+1), Caster has the Occultation Merit (-1 per dot). Actions: Extended. Each roll takes 15 minutes. Offering: Paper or papyrus on which the Ren is written during the ritual. Roll Results Dramatic Failure: The Kindred forgets his identity for the rest of the night; even being reminded by others doesn’t bring this back. He can still access skills and memories, but is not conscious of what he knows (for example, a master swordsman has the muscle memory to fight brilliantly, but otherwise doesn’t comprehend how skilled he is with a blade). Failure: The ritualist begins to doubt what he knows about himself. Resolve is at -1 for the rest of the scene. Success: The Kindred’s identity will be immune to occult erosion for a week per success. Also, for the rest of the night, the vampire may add successes to Resolve for the purpose of defending against any attempt to alter or memory (such as from Dominate or similar Disciplines). Exceptional Success: Extra successes add to the time of effect. Ushabti (••• Ritual) An Ushabti is a statuette made to resemble an animal or human. Ancient Egyptians used these to represent the spirits who would serve them in the afterlife. Egyptian vampires use them as homes for the spirits that serve them in this world. The ritualist (usually one who also knows Blood Tenebrous) creates a figure from wood, clay, stone, or metal (only a few would use plastic in modern times) representing a particular spirit he wishes to bind to his service, while chanting or singing the proper formulae. The figure should either resemble the spirit’s normal form or be representative of the spirit’s purpose (so that an owl spirit’s ushabti should look like an owl, while that of a spirit of battle might look like a human warrior). On the bottom is written the name the spirit goes by. Once the ushabti-creation ritual is completed, the ritualist may then summon the appropriate spirit, make suitable offerings, and explain what he wishes. Negotiations ensue. If the spirit agrees, it enters the ushabti and claims it. There are several significant advantages to the ushabti. First, it gives the particular spirit access through the gauntlet without using its own energy. Secondly, it acts as a fetter to allow it to stay safely in the material world. Third, produces a point of Essence each day, provided the spirit resides in the object for an hour or so. No other spirit can use these advantages, meaning the spirit has a hiding place and sustenance. In return, of course, it must serve the ritualist. Usually this is as a spy, or a guardian during daysleep or torpor. Other services are possible, of course, limited only to the willingness of available spirits. Cost: 1 Willpower Roll: Craft + Occult + Heka Modifiers: Hastily made item (-2), Particularly appropriate material (+1), Extra care in making the item (double the crafting time) (+1) Actions: Extended. 3 Successes per Rank of the desired spirit. Time increment depends on the material used (carving and then painting marble will take longer than carving soft wood). Roll Results Dramatic Failure: Whether its name was misspelled or the likeness is unflattering, the spirit is offended by the offering, and will harass the ritualist. Failure: The item is worthless to the spirit. Success: The ushabti is acceptable to the spirit, giving a +1 to ritualist for purposes of negotiations. The spirit can thereafter enter the ushabti and receive the benefits outlined above. Exceptional Success: As above, but also gives 2 Essence per day. The ritualist derives +2 bonus dice to negotiate with the spirit. Example: Amunhotep the Hetkepu wishes Hood of Death, a greater gaffling, to guard his tomb while he sleeps during the day. Out of 2-foot length of ebony he carves the figure of a cobra poised to strike, taking extra care to get the details right (The ST determines the action interval for the hard wood is 1 night, so extra care will increase that to 2 nights). A greater gaffling is a Rank Two spirit, requiring 2x3 successes. The player rolls Craft+Occult+Heka (2+2+4)+2 for extra time, netting 4 successes for two nights work. In two more nights of work, he gains an additional 5 successes, for a total of 9. That is a net of 3 successes. Amunhotep finishes with the spirit’s name on the underside of the figurine, and the player marks off a Willpower point. Presenting the ushabti during his meeting with Hood of Death will sweeten the deal, giving the vampire a bonus die.
  7. New Covenants?

    While I could understand out-of-game reasons for not doing so, it rarely made sense to me to say that, unlike most mortal cultures, supernatural cultures don't evolve on a local level.
  8. New Covenants?

    I've got one I am starting to incorporate into the game: the Akhu en Kemet. "The Covenant of the Blessed Dead of Egypt (Akhu en Kemet in the ancient tongue) is the oldest extant vampiric covenant. It is very much a native association, tied to geography in a way no others are. Although it has religious aspects like the Lancea and Circle, it is slightly less a religious order and more of a nationalist organization. Because of its geographic isolation and relative xenophobia, the covenant is practically unknown by the rest of the Kindred world. The Akhu believe that their Embrace was a dark apotheosis; Kindred are minor gods, walking the night among mortals. The devout among them believe in the power of the gods of ancient Egypt, and lead unlives that (they believe) will bring cosmic order." Not that cosmic order relates to good and evil in the human sense. So they neither have an obligation to be evil (like the Sanctified), nor are they "woe,for I am Damned".
  9. I've been fiddling around with an Egyptian covenant. There are a number of religious cults that, over time, have taken specialized functions within Kindred society. The cult of An;pu/Anubis, for example, as more occult knowledge about preserving the mind and body of the torpored than any other cult. The Cult of Nephthys helps new Kindred loosen any awkward ties to their past life. So I was thinking that there was room for a cult dealing with justice and law. By transplanting (or at least making them much earlier), your bloodline might fit well within that niche.
  10. I like it. I may tweak the backstory a bit to fit my setting, but I'll probably have them around in some capacity.
  11. Ghouls

    I've got all three in my game. Hasn't made an impact on the PCs yet, though.
  12. Ghouls

    I have gotten ideas from the books, but at least half of my ghouls were inspired from other sources or just off the top of my head. I have a couple dozen ghouls between 10 Kindred in my city. 3 were NPCs a player decided to ghoul without my prodding. The prince has a 7 (considering upkeep on ghouls, that alone is and impressive display of personal resources...), while one or two is the more common number. Most have vital and specific roles for helping the vampire (security guard, personal assistant, lawyer), while a few are of a more personal nature (intriguing personality). I don't think any of my Kindred are into tormenting ghouls (with maybe one exception) but most are definitely the downstairs help. Are you looking for ideas for ghouls, or trying to figure out when ghouls are more trouble than they are worth?
  13. The Danse Macabre

    Finally picked up the book, and found it tremendously useful to mine for ideas. Has anyone used the minor covenants? I'm adding in the Harbingers, although I've changed the name to Deathwatchers (I have a secret society called Harbingers of VII, and I didn't think Harbinger made sense for this covenant anyway).
  14. bloodlines

    Not as such AFAIK, but it would be easy enough to create something similar. There is a Discipline dealing with spirits; it is in the Book of Spirits and not tied to a published bloodline.
  15. The Danse Macabre

    I wasn't keen on Gargoyles until you said "Weeping Angels". Do the gargoyles actually get Disciplines? The Banes are also going to be mined. Thanks for the review!
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