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By Lee ‘Spikey’ Nethersole The Premature Burial The veil was lifted from my eyes and the light that flooded in was th

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By Lee ‘Spikey’ Nethersole

The Premature Burial

The veil was lifted from my eyes and the light that flooded in was the most wonderful agony I had ever experienced. It burned and I felt the shock of it like a hot nail through my eye, but even as I cursed and beat at my face to shield my sight, I was overcome with joy. I was alive again. The tortures and the harrowing injuries inflicted upon me by the gods were over and I had defeated the slithering one with the gaping maw. I had proved that hissing, whispering voice wrong. I am worthy, I am strong, I am … triumphant. Even as I fought to screw my eyes as tight as they could go, thrashing around in an attempt to find some dark corner, my mind went through a checklist, tearing useful memories from the phantasms of the million years. Well OK, not a million. More like three thousand give or take, but back when I first lived that was the in phrase. Everything was a million. A million stars in heaven, Pharaoh had a million devoted subjects, eternity consisted of a million years - it was poetic license I guess. You see, this ain't the first time on the roundabout for me. Not by a long chalk. I was born in Khem, or Egypt now they call it, during the reign of Psamtik III in the last days of the 26th Dynasty. For those of you not big on ancient history that would mean by 2,500th birthday was about 30 years ago or so. I get so many candles because of what happened to me back then, the big mojo. I became one of the undying, the reborn ... an Immortal. As those names suggest, we are eternal. Well damn near anyway - much closer to immortality than those bloody vampires. We are alive, human, and we can die. It's just that

we don't stay dead, we die; we go to that other place; we party down with the other dead folk for a while and then we get ... reborn. Same body, same person, same shit - different decade. Yeah, seemed as though my memory was warming up, it seemed the vagaries of amnesia that often troubled my kind were to be slight this time around. Which means I'd get screwed somewhere else. That was always the way it went, the stars aligned right for one thing they had to be all out of whack for something else. We often wake up confused, traumatised and with holes in our memory. One really old bugger I know said it was a blessing rather than a curse, that no mind could survive remembering all of eternity. So while walking and talking and stuff is always there, specific memories often don't make the cut every time. The muscle memory is much more resilient than the cerebral equivalent apparently. You'll rarely meet an Immortal who knows exactly how many times he has lived and died, and you can never guarantee that they'll remember all their mojo or all the languages he was once fluent in. Sometimes we return from the dark place with total recall, and sometimes we're like a blank slate, it’s different every time. The core never suffers either, a booze hound is always a booze hound, a floozy (such as myself) is apparently never going to wake up one day as chaste as a maid. You might forget your name, but you never forget to eat as that same old bugger used to say. Annabel! Yeah, speaking of names that was the name I'd been using recently, Annabel Lee, and for good reason too. Why? Why that

name .. oh yes of course, because of Edgar! Let me see, potted history of Annabel for the past couple of centuries, I've been alive three times since 1800. Each time, maybe even before then, I'd gone with Annabel. Because it sounded similar to .. oh, there we go, can't remember my first name! That'll be the balance I guess. Nope, complete hole where that memory should be, told you didn't I? I guess the synapse with that nugget rotted or was an entrée for the maggots while I was in ... Duat. Ah yes, Duat, the underworld, monotone hang out for the dead but not quite departed. Why are those memories always so clear and fresh for me I wonder? Maybe it's because I have what others call a morbid fascination with that part of the gig, a little imp in my soul with a hankering for the creepy … the Imp of the perverse. Oh, there you go, Mr Allen Poe, my Edgar! The reason for my nome de plume and the clearest symptom of my declining joie de vive! By the time I ran into him he had become a pastiche, the living embodiment of the archetypal tortured artist. Darkness hung over him so that at times he seemed like a character from his own works, a sweetmeat for the reaper. Those self destructive urges, fed by his sorrow and grief, they had broken him and seduced me. I used to follow him as he made his journey from the Bronx to Rhode island, courting some poetess apparently. Shadowing people and not being seen has always been something of a speciality of mine, apparently an ability that borders on the supernatural although I have no idea how I do it. I just kept my head down and always maintained a discreet distance - not that I am shy, hell no I was a temple prostitute when I was just a mortal girl … Hmm, I don't remember being one, but I remember telling people about remembering it. Pretty sure I was telling them the truth. Yeah, I used to screw for the Gods ... and I was damn good at it. Through every one of my many, many, lives I have enjoyed the attention of others, enjoyed what my shapely body and my good looks brought me. You could say that I

have survived on sex appeal and wits if it floats your boat! Forgive me, the mind is like the sea in these first moments. Like waves crashing on the beach, leaving the flotsam and jetsam of memories, the froth of the underworld mingled with the harsh sand of the living lands. It doesn't help that my corpse wasn't mummified this time around, just dumped in a shallow grave by that bastard …. But we'll come to that. For now I really ought to try and focus on the narrative. You, you buzzing little bastard get to listen to me tell my story. Again. Not that you care, but I need to lay it all out to make sure it's all straight and as you know - I've always preferred an audience. Where was I? Oh yeah, no not shy, but under orders. I was working for the Eanead back then, the council of Immortals who try to stop us turning on each other and letting the bad guys win. Unity, you see, hasn't always come naturally to our kind. There are groups of us, Dynasties we call them, from all over. Some from Asia, some from Europe, some from right here and being human we are all more than a little bit racist. Try as we might to be above all that, pride rears its ugly head all too often without the intervention of our best and our brightest in the Eanead. As I say, New York in the middle of the 19th century and I was under orders. That place and that time was something of a hotbed for people like me. Of the eight dynasties that make up Immortal kind, there were none who didn't have representatives passing through the big Apple in that era. To cut a long story short, this was at a time in my existence when I was more adrift than usual, ennui nipping at my heels and in need of a direction. The hand of friendship from one of my old admirers had sparked an ember of happier times and drawn me to the city. You see, my Dynasty, the Ishmaelites, we're lone wolves and outsiders and like so many of us, I was tired of the infighting and the fractures, eager for the Immortals to really become one society. Even if it meant working for the Shemsu-Heru, the Companions of Horus!

It was easier for me than for some of the others, I'd been a Companion once. Yes, I was a good girl many years ago and I could still tell the fanatics from the friendlies and with enough cleavage and pouting most of them all but forget I walked out on them. Thus it was that, to please the dusty old corpses I was acting as a concierge. Meeting other Immortals from the boat and helping them get settled, informing them of the agreed meeting places where we gathered, giving them a map and a who's who on the local's, good guys and bad. Those of us born in Southern Khem are the wrong side of white to cause a fuss when seen down by the docks or frequenting a flea pit boarding house. It wasn't exactly a full time job though, and hardly 9 to 5. So long as I was at the jetty to meet and greet the expected Immortals the rest of my time was my own. Edgar's books and his failed magazines filled the dull hours much more than the other writers of the age and I soon took a fancy to following him. Because of my ... appetites, we fell into bed together a few times before he would get an attack of guilt and creep off home to mourn in prose and poetry. Edgar had lost his wife and sought comfort in a variety of vices, many of which I was happy to provide. His life swung back and forth between bouts of melancholy, heart wrenching creativity during which he wouldn't open the door to me, followed by nights of shocking debauchery where his energy and enthusiasm belied his age. I should have been more circumspect though because one of the companions found out and I was summoned for a telling off. They didn't give me a reason why I ought to leave Edgar alone but I could connect the dots - or thought that I could. I saw the subtle layers of the game, that some mortals are toys for the Vampires and the faeries, that others are the pet project of some Mage, Wraith or of another Immortal. I assumed that this was the reason I was warned off Edgar, he was somebody else's property. It never once occurred to me that my yearning for him, and for men like him, was a sign of my own inner problems. Or that there were those who still cared for my soul.

Ishmaelite or not I did as they asked. I actually believed I could do it, the fascination with Edgar did not, as far as I believed; outweigh my desire to see Eanead. It was, in a way, a test that I set myself. I believed that by towing the party line I had mastered my own destiny. Silly bitch! It was in the autumn of 1849 that I fell off the wagon, as Edgar had done long since. By this time he'd moved out of the Bronx and out of my regular circle of influence. However fate conspired to deliver me to Baltimore one evening in the pursuit of my duties. I was wandering the streets when I literally bumped into Edgar himself, looking a little worse for wear. He apologised, seemingly unable to recognise me, and there was no recognition in his eyes. No sign he knew me at all, but there was something else. The adversary had him in her grip and it seemed as though Oblivion itself was looking back at me from behind his eyes. You see, we reborn, even the little guttersnipes such as myself, we are engaged in this war; the Eschaton. It's a war against entropy, corruption and destruction - not just abstract concepts but actual manifestations of Oblivion. The fight takes place in every heart and on every level, victory for the adversary means the literal end of everything; reality goes poof. Worse still, I was becoming less able to recognise its hold on me. You can see then why I followed him when he stumbled off into the night. Guilt, and my debt to Isis, forced my hand. Leaving Edgar to his destiny had led him to give in to his demons. Believing that I was responsible for his plight edged me closer to the maw of the unmake. As I say, I've died many times and I recognise death when it waits nearby. He'd been treating his body as if it could recover from death like one of us, I suspected he secretly longed for its embrace. He wandered into a flop house and I followed him in. watching in awe as he drown himself in cheap booze and hardly even looked at the meal the landlady slammed on the table before him. I can't say I blamed him;

the only protein on the plate was walking across the food on six legs.

you, and he groped and pawed at me like a horny octopus.

Avoiding notice was easy, like I said, I have a knack. I sat a few tables away, in a dimly lit corner with a candle long turned to liquid, and watched him, matching him drink for drink no doubt. The rest of the clientele appeared in a worse state than Edgar, bums and sailors and the dregs of the dregs - Oblivion was a regular here.

Which is where I really came a cropper, you see I was drunk too, and the adrenaline of a knife fight does something to a girl. The object of my fascination declaring undying love to me while rubbing my breasts - coupled with the euphoria of escaping what may well have become a lynch mob disarmed me. We got a bottle of Cognac and wound up in another equally squalid flophouse for the night.

I was torn between following the guidance of the Eanead and doing what my heart told me was right. Perhaps if I was less lost myself I might have left this poor mortal to his fate. The needs of the many as opposed to the needs of the few and all that. The very reason that I sat so long was partly because I was trying to convince myself to leave before these lost souls gave me away to the Banes and the Spectres which no doubt hung around them like flies. I really was going to stay away, remain unseen as the fog of the arcane and his drunken state cloaked me from his attention. I really and honestly was going to leave, after the next drink or the next one. I could get up and walk out whenever I wanted. I had almost decided for certain when they came in and tried to drag Edgar away. Two sailors made directly for him as though they had been looking for him and before I knew what I was doing I was pulling my little knife out of the first ones heart and looking for an opening with the second. Those who know me would have laughed at that. At how quickly I dropped the masque of the respectable guttersnipe in favour of the snarling animal. But screw it, it's my instincts that have kept me out of Apep's maw for all these years, not delicate manners or tactics. The rest of the clientele were getting upset, so I let the second one live, grabbed Edgar and got the hell out of there. I might even have still believed I could have extricated myself from the situation at that point. Edgar was, to say the least, out of his gourd. Once I'd got his attention he became quite animated and insistent. He was quite a handy fellow when the booze was flowing, let me tell

When I sobered up I was in for a shock. Instead of a snoring Edgar beside me I was confronted with an empty bed. Panic set in and I leapt for my clothes, only to discover they too were missing. No matter how many times I moved Edgars crumpled clothes about the room, there was no sign of my dress or my undergarments. The full weight of the situation hit me like a freight train. I had turned my back on the elders once again, the promise of a new age was in the air and I'd just pissed in the communion wine. Eventually I gave up looking and sat heavily on the bed, where my eyes fell upon a slip of paper on the night stand, a note which I opened gingerly and read. Dearest A The first taste is free, but now we know you're poison you will have to make yourself more useful before you can sup again. My regards to the Cyclops! Reynolds. As I squinted from the note to the empty bed, I heard a commotion in the hallway and a voice with an official timbre. He bellowed for the landlord to open the door and the sound of keys jangling put me to flight. I grabbed Edgar's clothes and leapt from the window even as the door shook in its frame behind me from thunderous blows. Let us say no more except that I have often had to dress while racing through alleyways or across rooftops and I did manage to avoid my pursuers. I had slipped a long way from the potential that the Veil of Isis had seen in me but I was a long way from becoming one of the unmaker's brood. This wakeup call opened my eyes and

begun my road to redemption. The East coast had lost its lustre and I didn't stop running until I had traversed the entire continent. Eventually I learned that Edgar had been found in great distress, and... in need of immediate assistance, wearing somebody else's clothing. He had been taken to Washington College Hospital, and that he had died on the Sunday morning. Reports claimed that he had never been sentient long enough to explain what had happened to him or how he had become so unwell. They say he repeatedly called out the name "Reynolds" on the night before his death, and that his last words on earth were "Lord help my poor soul." Eventually I was beaten to death by a cattle hand named Eugene who discovered me drunk in bed with his brother, having sold the engagement ring he gave me for hooch money. The next time I resurrected was in 1949, by which time I'd rediscovered my Joy and my integrity as well as making some headway along the path to Ma'at. I took the name Annabel Lee and have used it ever since. I guess I felt guilty about Edgar and my part in what happened to him. I started placing flowers on his grave every year and leaving him a shot of Cognac, until the public took notice and I had to stop. Seems I started a trend though because when I stopped, somebody else started doing it for me. Yeah, that crept me the hell out as well. Until I decided one year, for the hell of it, to hide up and see who it was. Apparently I was far less able to stay awake than I had thought and when I woke up, there's this note tucked into my hipsters. Just says: dearest Annabel, I left the bottle. Reynolds. - Same handwriting, damn it, and the same paper as before. The bastard was still alive and was clearly more than an everyday member of the flock! I had to assume that Reynolds is one of us, one of the Undead or maybe a Faerie. Possibly a Ghost who can do the skin puppet thing and ride mortal people about like an off the rack suit. Not only has he been around since the mid 1800's, he clearly has some

interesting mojo to help him along. So Reynolds became my new obsession, something to focus my wandering attentions on. Most of the 90's we played cat and mouse, and while I knew that every scrap of intelligence I had on him was because he left it for me, I was still happy to swallow the cheese. Then he seemingly dropped the ball, I met another of Ishmaels followers who knew the name. Said he'd been having an email debate for a couple of years with some knowledgeable geek calling himself Reynolds. He assumed it was one of us or a vampire given the firsthand accounts of the American Civil war, Elizabethan England, the reign of King Richard the Lionheart. I hacked his email account and followed the messages back to their source. Part technology (computer nerds can be so grateful post coitus it's almost endearing) and part Hekau, I tracked him here. Thought I'd get the jump on him and see where it went from there. Unfortunately he really is a resourceful bastard, always well prepared. All I found is a werewolf, one of the sickly cancerous bastards who worship Apophis. It wasn't Reynolds, that was clear, and it was a thousand times stronger than I am. He raped me, then he ate me, then I think he raped what was left a couple more times. Apparently he or somebody else buried me in the woods and left me to rot. My khat, that is my remains, were in such a bad state it has taken me nearly a decade to gather the juice from the afterlife to put Annabel back together again and to drag my perfectly formed butt out of the ground. So here we are and I'm back from the grave again. Apophis is stronger than ever, but the hooks he had in me have all been plucked out. The old empires of the Underworld are totally screwed and the world of the living ain't looking much better. My quarry has ties among Apophis Werewolf tribe and that's more of a lead than I had before. I'm coming for you Reynolds and I'm itching for a fight!

Credits

Special Thanks

Written by: Lee ‘Spikey’ Nethersole

To my lovelly wife Annette who keeps Oblivion at bay while I sit at the PC, reminds me to take my meds and infuriates me sufficiently as a muse.

Online Development via: www.projectkhaos.co.uk Internal Art by: Steven Pifalo Lenze©, Dynasty icons for the Cabiri, Ishmaelites, Oboli, Shemsu-Heru, Tzadikim, Xienren and Xibalba based on artwork by Alex Sheikman Border by: MrGone Original WoD: Mummy authors: Stephen st Weick (1 edition), Graham Davis & James nd Estes (2 edition) Original WoD: Mummy Developers: Andrew st nd Greenberg (1 edition), Robert Hatch (2 edition) The World of Darkness™ was created by Mark Rein Hagen

Many thanks to authours John Grigsby and Israel Finklestein whose research and theories were plundered. Thanks also to the forumites at Shadownessence dot com and all the posters from the old White Wolf Email lists whom I bounced ideas off of and was inspired by. And to my players and play testers: The table top team: Andy ‘tree’ McDonald, Dave ‘Davros’ Taylor, Ed Jackson, Leopard skin Fynn, Gavin Whitelaw, Giles Heap, Karl ‘the Troll’ Seaman, Leigh ‘the scribe’ Gallagher, Linda Ward, Martyn ‘Popup Toaster’ Ward, Rachael Byrne and Steve Pay. The Play by Email team: Bill Connelly, Eugenne McFadden, Liz Oleksyn, Jennie Teakle and Jeremy Miller. .

The World of Darkness and all associated intellectual property, concepts and settings are property of White Wolf Publishing. The same is true for the Storyteller / Storytelling system. This work is not intended as a challenge to their rites or the Copyrights of the games and books it builds upon. It was created as a fan project out of love and respect for the World of Darkness and is made available for free to all gamers. All efforts have been made to reference the settings and supplements without recreating them or breaching the fair use policy of White Wolf Games.

Contents The Premature Burial .............................................................................................................................. 2 Contents .................................................................................................................................................. 8 A World of Darkness: Mummy - Revised ........................................................................................... 10 Lexicon .................................................................................................................................................. 14 Chapter 1 Settings ................................................................................................................................ 18 Immortal Timeline .................................................................................................................................. 19 History ................................................................................................................................................... 21 Cosmology ............................................................................................................................................ 32 Reborn Society ...................................................................................................................................... 37 A World of Immortals ............................................................................................................................. 42 Cults and Followers ............................................................................................................................... 51 Chapter 2 the Ogdoad........................................................................................................................... 58

Cabiri ................................................................................................................................................. 62 Crochan Geni..................................................................................................................................... 64 The Ishmaelites ................................................................................................................................. 66 Oboli .................................................................................................................................................. 68 The Shemsu-Heru.............................................................................................................................. 70 Tzadikim ............................................................................................................................................ 72 Xianrén .............................................................................................................................................. 74 Xibalba............................................................................................................................................... 76 Chapter 3 The Players Guide ............................................................................................................... 78

Cabiri ................................................................................................................................................. 79 Crochan Geni..................................................................................................................................... 84 Ishmaelites ........................................................................................................................................ 89 Oboli .................................................................................................................................................. 92 Shemsu-Heru..................................................................................................................................... 98 Tzadikim .......................................................................................................................................... 102 Xianren ............................................................................................................................................ 107 Xibalba............................................................................................................................................. 112 Chapter 4 Hekau ................................................................................................................................. 116

The Het Eanead ............................................................................................................................... 118 List of Spells..................................................................................................................................... 126

The Spell of Life ............................................................................................................................... 132 Chapter 5 Going Forth ....................................................................................................................... 135 The Underworld ................................................................................................................................... 136 The shadow realms ............................................................................................................................. 137 Chapter 6 Oblivion .............................................................................................................................. 154 Servants of Apophis ............................................................................................................................ 158

The ’Akeldamách............................................................................................................................. 161 The Aptrgangr ................................................................................................................................. 163 The Children of Apophis.................................................................................................................. 166 The Spawn of Metnal ...................................................................................................................... 168 The Syvén ........................................................................................................................................ 171 The Udug ......................................................................................................................................... 174 The Rules of Oblivion ...................................................................................................................... 179 Chapter 7: Systems and Storytelling ................................................................................................... 187 Character Creation .............................................................................................................................. 188 Additional Rules .................................................................................................................................. 194 Paths of Enlightenment ....................................................................................................................... 198

The Paths of Virtue ......................................................................................................................... 200 Paths of Order ................................................................................................................................. 202 Paths of the Mind............................................................................................................................ 205 Paths of Destiny .............................................................................................................................. 208 Paths of the Middle Kingdom ......................................................................................................... 211 Storytelling Eternity ............................................................................................................................. 212 Cross Dynasty Stories ......................................................................................................................... 215 APPENDIX .......................................................................................................................................... 219

A cast of Immortals ......................................................................................................................... 220 Character Templates ....................................................................................................................... 225 False Immortals ................................................................................................................................... 233

Ultra Mortalitas............................................................................................................................... 233 Rénxian............................................................................................................................................ 234 The Long Tailed Cats ....................................................................................................................... 238

A World of Darkness: Mummy Companion About the most originality that any writer can hope to achieve honestly is to steal with good judgment. - Josh Billings The Mummy companion is an ambitious Project which first grew out of the campaigns I ran for WoD: Mummy 1st and 2nd editions. It combines WoD: Mummy with Wraith: the Oblivion to give both sides of the life and Death cycle equal billing. It follows the pattern of other WoD games by presenting Splats for the Mummy’s (the Ogdoad or 8 Dynasties), their own version of Clans or Tribes. Each Dynasty has its own politics and its own cultural heritage, along with their own followers and cults and their own strongholds hidden in the Dark Umbra. As well as the Dynasties, membership in which is governed by how a character was made immortal, there are the Het or Houses, which transcend the racial and national divisions of the Dynasties. The Het are sects or societies each of which is devoted to one of the six paths of Hekau (Mummy Magic), or to one of the three defining Virtues that lie at the heart of the quest to come to terms with immortality. The original premise of the 1st edition mummy game was of very long lived creatures to echo the protagonists of vampire: the Masquerade. Creatures who could all remember much further back than any vampire of a generation you might come across in the average chronicle, yet without the inevitable dehumanising that plague the Undead. It was, like all pre revised books, set in a unified World of Darkness (or the GothicPunk setting as it was then called) and the 2nd edition expanded on many of the ideas first explored in that book. The themes suggested by and touched upon by those books are what I have

tried to stick to in my games of Mummy and in this fan made companion. They attracted Egyptophiles and history buffs to its fan base, and even with just two slim books to map out its premise still managed to hint at a full and exciting world. The potential of the game, offering almost all of history from the age of the Methuselah to the modern day in which to set stories for the same characters, captured the imagination of a lot of gamers. I was one of them, and I ran various Mummy games for a large selection of my gaming buddies, expanding on the two published books and developing some of our own. I wanted to try and tie all the various ideas I had thrown at my players, add some new ones and use a bunch of my favourite suggestions from other gamers on the forums. What might be more of a departure from the canon is the attempt to integrate Mummy with the Wraith: the Oblivion setting to a greater degree than the official books intended. This is always how I ran Mummy for my players, with the entire Wraith line as the supplements for 50% of the game. I have tweaked the original presentation of what a Mummy is while his body is dead; bringing it more in line with what a standard Wraith is so that stories told in the Underworld can be as full and diverse as the ones in the lands of the living. This companion, which I see not as a new setting but as a supplement to the ‘Mummy second edition’, presents eight distinct groups (or splats as the vulgar vernacular terms them) of immortals. All the mummies in this setting

are created by (roughly) the same ritual, they use the same rules systems, employ the same magical powers and are governed by the same virtues. What I hope to have created is a plausible setting expanding on the World of Darkness Mummy foundation and adding new types of Mummy that retain the original notion and concept.

Theme and Mood Theme: conflict Eternity for the Undying is defined by the struggle against the darkness - the external darkness of Apophis and the other agents of Oblivion or the internal darkness of his own demons. Above and beyond all other concerns, Isis created the Spell of life to empower her warriors; the gift of immortality drafts a human into a battle for the very fate of creation On a less epic stage there are the conflicts between the different breeds (Dynasties) of the reborn and between the various factions, Philosophies, faiths and cults they cannot help but become involved with. At the top of the stack are Mummies eager to wipe the vampire Clan of Setites from the face of the earth, the South American Immortals plot to free their lands from the invading white men while the turncoats of the Ishmaelites fight for personal freedoms. On the personal battlefield within his soul, every Immortal battles to balance his dual nature – to maintain his joy for life, to hold tight to his morals and to retain as much memory of himself as he can manage. He must combat the shadow of his darker ego, awakened by his first descent into death and eager to bring him low. It might be said that another theme of Mummy is Questing! For balance, for enlightenment, for inner harmony and outer worth but ultimately all of this pales in the face of the struggle against Oblivion and the quest to prevent the utter end of all creation.

Mummy: the Resurrection I know they say "if you can't find something nice to say, say nothing at all" but ... The WoD: Mummy (2nd edition) companion ignores that games existence (except to plunder the expanded magic system) and is prevaricated on the assumption that the Metaplot that created the Amenti never took place.In fact it ignores all of the Metaplot introduced in the revised edition and simply stumbles on as though the end of the World of Darkness never happened. It is written for the large company of gamers who prefer the original setting and it preserves the themes of WoD: Mummy that M:tR so completely did away with, themes such as Immortality, the span of history as a setting and the theme of Hope. I trust that now the feelings of Fin de siècle which overtook the writers of the revised age WoD setting have passed, we can once again look forward to the eternity stretching before the Immortals without Millennial fever ruining the story. That being said, there is nothing in this work to prevent players and storytellers of Mummy: the Resurrection using this book or picking bits and pieces from it to shape to their own games. Those five years during which the Amenti existed in canon is, after all, a very small drip in the oceans of time over which a World of Darkness: Mummy story is set. For some truly great fan projects set in the M:tR universe see www.shadownessence.com

Mood: Hope versus Despair For an Immortal the greatest battle will always be against themselves, against their own despair brought on by the realisation that the adversary has inevitability on its side. However just as the light cannot exist without darkness, so despair cannot exist without hope. The two states circle each other continuously, feeding each other and feeding off of each other. Immortals must find a balance between the two that they can live with. The ebb and flow of these two emotions form the background to

many stories of the Immortals, they are central to its mood!

protagonists within the setting are, living and eternal witnesses to History.

Hope: the last and worst of the evils in Pandora’s Box; masquerading as a consolation prize. Hope which leads men to continue fighting insurmountable odds, bare unbearable pain and shy away from their inevitable fate for one more day. Hope causes victims to stay with their victimiser in the belief they may change, it lifts the spirits so the final fall is all the more devastating and soul destroying. Hope is the commodity in so many stories about horror; hope lost, hope betrayed or broken down, hope inspired, hope restored or retained.

Immortals have not only lived for a long time, they also have the eons stretching out in front of them. Almost nothing can end the existence of the reborn and eventually all of them must come to terms with this truth. They have signed on to battle Oblivion for eternity with no hope of reaching paradise, unless perhaps they can achieve victory over the enemy.

Mummies are both the embodiment of hope and at the same time utterly dependent upon it. Those still active in the struggle have found their hope tested through countless adventures but not yet depleted. The Immortals have to have hope that they can succeed against all their challenges otherwise they will fall to the inevitable release offered by Oblivion. While the reborn are faced with endless impediments, it is by facing these obstacles that hope is renewed. The belief that creation can be hauled back from the maw of oblivion is strengthened by each return from the Underworld, by each reconnection with an old friend or return to a beloved place. Despair though, is the hymn of Oblivion, the crack through which the adversary gains a footing. Despair is a state that few recover from completely because it takes hold when the scales fall from your eyes and the true nature of the World of Darkness is revealed. Despair is strengthened every time an Immortal must bury a loved one, every time they descend into the Underworld, every time they are reborn into a world with less magic and more corruption.

Immortality Those who have undergone the Spell of the Life are known by many names, but the one used most often in this work is Immortal, plain and simple. Because this is what all

No other creature in creation understands the Immortals unless he too is one of them, and even then there are barriers. Vampires are often of a great age, but then so were the Mages of old, but the span of their existence seems trivial to many of the Shemsu-Heru. Some Wraiths remember periods of history so distant that we mortals are in awe of every archaeological facet of that time we can dig up. But age is not the same as Immortality and even the dead will fade eventually. Immortality means that your existence will never end; death is just a change of venue, a vacation from the current trends of the world. Vampires are plagued by fears of the things that can and do still bring their stolen lives to an end. Mages usually understand that their magic provides only an extension that it has a termination point just like any other humans span. Even the Wraiths have options that allow them to move on, to find rest and escape from existence. The Undying cannot escape themselves, there is no place for them in heaven, there is no path to Nirvana or any promise in the far shores. Even those who fall to Oblivion find no release as their new master puts them to work doing much the same thing but for a new purpose. The best these unfortunates can hope for is a victory by Apophis to end their misery, much the same prospect as they had before. On the other hand those who can return from every fatal wound develop something of a unique view on risk and conflict. What they fear is rarely the same as what any other creature fears. Vampires fit fire suppression to preserve their unlives, Immortals do it to preserve property and avoid unnecessary pain. A mortal who makes the ultimate

sacrifice are giving up everything for a cause, an Immortal is just accepting a set back or a detour. Immortal men and women can become Machiavellian schemers with plots that outlast all but the Methuselah’s, or fearless (even reckless) heroes rushing headlong into overwhelming odds. In the end, existence for an Immortal is like playing a computer game where much of the risk is negated by the ability to start again from a save point or where failure simply means you use another life. Those who do not maintain some way to balance this effect become jaded, or worse, inhuman. Their empathy for the rest of creation spirals away as they lose any ability to understand the other living beings they fight for. Such creatures become easy prey for Oblivion, but the most terrible devolve into lone monsters even worse than the Bane mummies. Strict paths of morality, harsh training regimes, focus of Virtue, there are several tools the Undying employ to avoid becoming what they most despise and a great deal of an Immortals time is spent denying or dealing with the fallout from eternity. The dualities of the external and internal battlefields are at the heart of Immortal existence; hope must continue to trump despair!

How to use this product This fan project can not be used on its own, and that is deliberate. It does not reproduce the rules and systems needed to play Mummy and it references several books you will need to have access to. If I reproduced the rules you needed to play the game I’d be biting the hand that feeds me so to speak as well as breaking White Wolf’s policy. That being said, you can get hold of the books this Companion references very easily from

ebay or by buying them in PDF format from DrivethruRPG (http://rpg.drivethrustuff.com). You will absolutely need World of Darkness: Mummy second edition and Wraith: the Oblivion at the very least as they are the ‘core rule books’ for this game setting. For a larger list of spells you would be well served by having access to Mummy: the Resurrection and the Mummy: the Resurrection players Guide. To fully explore the Bane Mummies you might want access to Freak Legion for Werewolf: the Apocalypse. To play an Immortal is a difficult thing to get right and even the best role-player or Storyteller runs the risk of slipping into cliché and twee platitudes. But don’t beat yourself up if you do. The players and Storyteller should take joy from having the whole of human history to explore, they should feel free to indulge all of their fantasies about that foreign country that is the past. While they are at it, they shouldn’t get too upset about cold historical accuracy unless everyone in the troupe is a History major who prefers exacting detail to having fun. If the Ancient Egyptians interest you, then go wild with games in that era and just do your best to represent the periods your characters live through to the best of your ability. If you know nothing of the time period except what Hollywood feeds you, then use what Hollywood feeds you. If you can do some research or get advice from the others at the table, then do that too. In the end, don’t worry about the heated debates between scholars about what really happened in history, once the Storyteller tells you what’s happening in your game, that’s all you need to worry about. Have fun, smell the lotus and don’t stare at the topless Noble women if you can help it!

Lexicon Ab

The Spiritual heart (as opposed to the haty or physical heart). Seat of the self, of good and evil.

Akeldamách

Bane Mummies created when they make a deal with something in the Spiritual realm. Most come from the Oboli Dynasty.

Akh

The Psyche, the positive life affirming aspect of the Sahu or the Wraith. The part of the individual which battles against Oblivion.

Amenti

The Shadow realm of the Shemsu-Heru. The stronghold of the Egyptian dead hidden in the underworld.

Apophis

The great serpent which threatens to devour the sun, an avatar of Oblivion and its male aspect, first battled by the Shemsu-Heru. Synonymous with the Wyrm.

Aptrgangr

Brutal and strong Bane Mummy's who represent the dark reflection of the Crochan Geni.

Arcanoi

The magical paths and abilities of the true Wraiths, used by Immortals in their death cycle (see Wraith: the Oblivion).

Athanatos

The four Immortal Dynasties of the Old World: The Shemsu-Heru, Ishmaelites, Tzadikim and the Cabiri

Ba

The part of the Soul that is nourished by the Underworld and must return to the Body for rebirth to occur. Ba is also the type of energy used to fuel this soulpart’s activities and to effect rebirth.

Bane Mummies

Also known as the Grooms of Oblivion, Bane Mummies are twisted Immortal creatures brought into being by perverted versions of the Spell of Life in conjunction with the Spiritual energies of Apophis. See Akeldamách, Aptrgangr, Children of Apophis, Metnal, Syvén and Udug.

Bane Rite

A variant of the great Rite of rebirth or Spell of Life, used to create Bane Mummies.

Cabiri

(singular Cabirus). Immortals from Europe and Asia minor whose culture was shaped by the classical empires. Known for their wisdom and their defining of the wider Immortal society.

Children of Apophis

Bane Mummies (once minions of Set) created by the Bane Rite, servants of the demonic male aspect of Oblivion called Apophis.

Crochan Geni

The Cauldron Born are an Immortal Dynasty from Northern Europe which stems from various tribes the classical world would label as barbarians.

Duat

The Underworld (known as the Shadowlands by Wraiths), where the Restless Dead reside and the reborn go after death, the Location of the Shadow realms.

Eanead

The Collective name for the nine Het or Houses. Through the Eanead Immortals are able to study and improve their magical abilities and their emotional defences against the rigours of eternal life.

Eanead Council

The unofficial governing body of the Immortals convened to deal with conflicts, to ratify policy, to discuss tactics and to be free of Dynasty bias.

Eschaton, the

The Eschaton is the war against Oblivion, against the end of all creation. The war which when all is said and done, is the reason the Immortals exist.

First Death

The ending of the characters first life, often the point at which the Spell of Life either succeeds or fails

First Life

The characters mortal life living, usually, among the culture whose Mages would make the Character Immortal.

Great Rite

Also known as the Spell of Life and the great Rite of Rebirth. the Magical formula and rituals which create an Immortal.

Hekau

The Egyptian magical paradigm, now practiced solely (and more effectively) by the Immortal Reborn.

Het

'House'. The Het are groups of like minded Immortals who focus on a specific path of Hekau or a Virtue. An Immortal can belong to many different Het over his lifetimes and often will move from one to another as he evolves.

Heteros

The four Immortal Dynasties from outside of the Old World: The Crochan Geni, Oboli, Xianren and the Xibalba.

Ishmaelites

A Dynasty of Free thinkers and individualists who stemmed from those renegade Egyptian Mummies that abandoned the Wat Hor.

Izfet

Chaos, the Adversary, the opposite of Ma’at. Izfet is a catch all term for the forces of Oblivion and of the Devourer.

Ka

The part of the Soul that remains in the vicinity of the tomb to guard the body (Khat). Also a Type of energy used to feul this soul-parts activities.

Khaibit

The part of the soul which equates to the Wraith's Shadow. The aspect lost to Oblivion.

Khat

The physical body.

Khem

Ancient Egypt.

Khu

The Shining aspect of the soul the altering of which by the Spell of life makes the Reborn Immortal and gives them access to his Hekau and Sekhem.

Known name

The name (and associated titles and identity) by which the Immortal was known during his first life. Usually the name by which an Immortal is known by other Reborn.

Long Tailed Cats

Born as mortal domestic cats, these cats somehow gain extended lives and a human form.

Ma'at

Cosmic Order and Righteous behaviour which many believe has been overturned. Highly important to the Wat Hor and to the mythology of Egyptian Immortals.

Metnal

Hate fuelled Bane Mummies from the America's. Long time foes of the Xibalba.

Mummies

A slang term for Immortals (the Reborn, the Undying) based on the most common method of preserving the body for the Spell of Life. Most common usage being in the 20th century due to certain films. A probable death sentence if used by non Reborn in the presence of the Undying.

Oblivion

The Feminine principle of destruction and entropy. The gnawing void that seeks to end all life, even creation itself. Seen by the Immortals in various forms such as Apophis the serpent, Izanami, Ginnungagap, the Wyrm, Nidhogg.

Oboli

Immortals created with an evolved version of the Great Rite and granted Immortality by the energies of the Duat.

Ogdoad

The Collective name for the eight Dynasties.

Reborn

Another name for the Immortals.

Ren

The True name - a vital part of the soul and of the person's existence.

Renxian

False Immortals with extended lives created through Hedge magic and sorcery. Most commonly found throughout Asia.

Sahu

The Wraith, the spiritual body, an everlasting and eternal part of the soul active in the Duat.

Sebayet

Literally 'Teachings', this is a body of didactic literature which teaches the origin and goals of the Immortals. Begun by the Shemsu-Heru and much improved and expanded by the Cabiri.

Sekhem

Power or Vital force, similar in some ways to the Chinese concept of Chi (Qi).

Shemsu-Heru

The Companions (or followers) of Horus - the original Egyptian Immortals who follow the leadership of Isis son and abide by the Wat Hor.

Syvén

Lusty Bane Mummies from Asia who seem outside of the usual alliance of Oblivion's children. Long time foes of the Xianren.

True Death

The final victory of Oblivion. The Annihilation from which an Immortal cannot return.

True Name

See Ren, above.

Tzadikim

Immortals created by Mages from the Middle East dedicated to Righteousness. The modern Dynasty is governed by Monotheism.

Udug

( Utukku) Bestial and demonic Bane Mummies infamous for their imaginative cruelty.

Ultra Mortalitas

(beyond mortality) False Immortals who have obtained long life through a bargain with a powerful entity such as a Spirit, God or Demon.

Use Name

An alias adopted to avoid attracting attention.

Vizier

Administrator of a given area, with a nominal power of the local Het and access to the Immortal resources for battling the forces of Oblivion.

Wat Hor

'The way of Horus', also known as the code of Horus. The laws which guide the Shemsu-Heru and which form the basis of the crusade against Apophis and the Vampire Sutekh.

Xianrén

The Immortals of Asia.

Xibalba

The Immortals of the Americas who were created by Mages among the Maya, Olmec, Toltec, Maya, Wari, Inca, Aztec and even a few of the tribes associated with modern day North America.

Chapter 1 Settings

Immortal Timeline Memory ***** BC 5000 – 4400 BC

Khem founded, Osiris and Sutekh embraced by 2nd Generation vampires.

4000 BC

Horus, son of Isis and Osiris, ruler of the Badarian society is made Immortal.

4500-3100 BC.

Amratian (Naqada I) started as a parallel culture to the Badari, but eventually superimposed itself on the other, and finally replaced it when Sutekh completely dominated the Badarians and turned them to his will.

3,500

Nekhen (Hierakonpolis) is the capitol of the Horus Cult and the largest city of pre dynastic Khem. The falcon God Horus was so pervasive that Queen Isis names her son after him.

3,200 BC

Abydos has become the most sacred burial city of the Khem empire. Osiris and many Kings are buried there for centuries to come.

Aug 11, 3114 B.C

The Maya Long Count starting date. Interesting in that it coincides almost exactly with the time an Amratian philosopher named Ishmael is given Immortality by the Cult of Isis.

3,100

The Khemet nation (First Egyptian dynasty or Dynasty zero) supposedly founded by Menes (also known as Aha or Scorpion). Built upon disparate societies and small kingdoms.

2,800

Ishmael leaves the companions of Horus

Approx 2100 BC

First Tzadikim created in Elam. Bronze age Canaanites and Mesopotamians also begin to be made Immortal with the Spell of Life.

1700 bc

Rise of the Hyksos in Egypt.

Approx 1380 bc

First two Xibalba are created. Within 100 years the Spell is being used throughout the region. More Xibalba begin to appear among the early Olmec and Tlatilco peoples.

1300 BC

The sea people invaded Canaan and disrupted Egyptian domination of the region. The Canaanite City states come under attack and suffer greatly (eventually suffering complete collapse). This economic catastrophe causes the nomads of Canaan to begin settling in larger numbers and to adopt farming. From this period of turmoil the Israelites arise in the highlands of Canaan.

1000 BC

Worship of YHWH and his consort Asherah rises to dominance among Israelites..

Approx 700 BC

State of Israel ends, state of Judah absorbs much of the refugees.

750 – 650 BC

The new faith in the Israelite God YHWH begins to dominate the Tzadikim dynasty.

700 BC

First Bog Mummy’s created in Eire, Denmark and Scandinavia

725 BC

Zalmoxis creates first of the Oboli.

6th Century BC

First Cabiri created in Greece

586 – 537 BC

The Babylonian exile, after which the Israelites abandon their gods in favour of total monotheism. The start of the Chayot domination among the Tzadikim.

575 –550 BC

The first Xianrén immortal is believed to have been created among the Pazyryk nomads.

5th century BC

Nomadic tribes of the Pazyryk and Scythians had perfected the alchemy of Immortality which would later be used by the wider Xianrén Dynasty.

458 BC

Ezra writes the Torah

253 BC

The Cabiri begin to catalogue and centralise Immortal culture, leading to a recognisable society by around 200 BCE

AD 433 AD

The Eanead, a council representing the will of the Combined Het, first met. The end result was that the Dynasties confronted Horus and demanded he stopped punishing Immortals who didn't treat him as their master.

487 AD

The role of appointing Viziers, previously a tactic employed by the ShemsuHeru, was adopted by the Dynasties.

Approx 800 - 900

“The Oboli rise to become a recognised Dynasty.

1867 AD

The Eanead made an open plea to all Immortals requiring them to aid the Xianrén whenever they were in their death Cycle. This came as the first step of the Reborn's recognition of the dangers posed by the Jade Emperor.

Dec 21, 2012.

The current Maya Long Count calendar cycle ends

History Immortal society is made up of various groups, with their own mythology and bias. Topics such as history and cosmology would run very differently depending which enclave one was among when they cropped up. However the Cabiri Dynasty have become the official chroniclers of the modern Immortal cooperative. Unlike most Dynasties they know the spell of life was not thier invention, not a gift from their gods. They began on the road of eternity as the bastard upstarts to the favoured Immortals and that has left them with a unique insight into the nature of their condition. Throughout this work you will be party to the varied beliefs and mythologies about the reborn that are particular to each Dynasty and the characters one might find in game, but most of the flat text is written from the point of view of a clued in Cabiri as it appears in the Sebayet. It is as close to the truth as anyone can get about the history of the Immortals and the particulars of the undying. Take what is written as canon, or gospel, with only the smallest garnish of salt. Also, don’t expect any Immortal to know all of this or to believe even half of it unless they are a Cabiri in the HetMnemosyne (see below).

Zep Tepi The First Egyptian political Dynasty is commonly given as being the one founded by Menes, also known as Aha or simply as Scorpion. This Dynasty, the so called unification of Khem (Egypt) is placed around 3,100 BC and the List of kings favoured by the Greeks starts at this time. However the True story of Khem began much earlier among kings and bloodlines never listed in detail. The brothers Auser (Asar, Osiris) and Sutekh (Set), along with their sisters and wives Auset (Esey, Isis) and Nebt-Hut (Nephthys) lived when Caine still sat upon his throne in Enoch.

Details are impossible to verify but they clearly ruled in the Badarian society of Egypt and may even have been responsible for founding that culture. Each of the Brothers was embraced by a different childer of Caine; the First vampire and each went on to found a Clan of their own. Unfortunately the gift of Undeath soured their relationship and became the catalyst for a supernatural war from which only one lineage survived to the modern age. Osiris was a strong leader in life, and many agree that he remained so in death. The embrace allowed him to remain on his throne for many centuries and his domination was absolute. Under his guidance the philosophy of Ma’at, cosmic order, was strictly observed and the anarchy of tribal society overturned. Though you would be hard pressed to find a historian that believes it today, Khem at this time was a place of civilization and stability. However where the elder brother looked to order as his guide, the younger brother was inclined towards chaos. Set was a warrior, youthful and proud, and he doubted the wisdom of his brother’s methods. He pointed to the beasts of the wild, remarking that they allowed only the strong to thrive, that even the pack animals turned away from the infirm and the weak and let them die. When Osiris became a vampire, Set grew even more insistent that Osiris ways would weaken the kingdom, allowing the weak to survive and even prosper at the expense of the strong. It was the wish of the old king that the two brothers would share the kingdom, with Osiris ruling the lower lands and Set the upper. But Osiris believed his brother could only destroy the harmony he had built up and when the younger reached the appointed age, Osiris refused to share his throne. The arguments that followed gave Osiris the excuse he needed and he banished his brother for a time,

commanding him to find wisdom and maturity in the deserts if he could. Little is known of what befell Set in his time away from Khem, but it is recorded that he returned as a vampire. Now fully the equal of Osiris, Set demanded his birthright with the arrogance of the undead, and on refusal he promised a civil war.

and head Mage, Isis. Without doubt the most powerful of the family, Isis was a mage the like of which had never before been seen and never shall be again. At an early age she wrested the true name of Ra from the earth and used it to great effect. If half the testaments of her Cult are to believed she enacted spells that no other mage has ever achieved; not least of which was the temporary resurrection of her vampire husband to a fleeting echo of life that he might impregnate her. From this encounter she bore a son, who she named Heru (Horus) in honour of the great falcon god - an aspect of the Sun God. As the ruling monarch, Osiris won the majority of conflicts, sending Set back into the wilderness time and again to lick his wounds. As the cliché reminds us – History is written by the victor and later versions of their legend completely disregard Set’s original role as the enemy of Apophis and heroic champion protecting Ra. By the time these vampires had arisen to Godhood in the mythology of their homeland, Set had lost all semblances of nobility and integrity in the eyes of the populace. However Osiris grew distant as the years wore on, his humanity ever slipping away. Some of Isis followers whisper that he had grown to despise his nature, the very thing that Set revelled in. The beast that empowered Set only served to remind Osiris of their similarity, that they had once been close. Osiris turned away from the duties of state to fathom a way to defeat the beast.

The 3rd generation Vampires clashed many times and while most accounts paint Set as a thoroughly depraved villain, the Cult of Isis preserves heretical secrets regarding less than noble actions on the part of Osiris too. Whoever they had been in life, they were typical of their kind in undeath. Set kept to shadows, using Guerrilla warfare, wits and guile, while Osiris had the support of the people, disciplined troops and a cornucopia of treaties with other creatures (the so called Osirian league). Perhaps the greatest weapon that Osiris could wield against Set was the magick of his wife

Whatever the reason, Set’s influence slowly grew and he used his arts to corrupt many of the people of the kingdom. With Osiris eyes turned elsewhere, set brought smaller and disenfranchised tribes under his control. What he could not topple by might he would destroy with deception. The final confrontation took place behind palace doors, and the stories of what did occur have become muddied. There is a story about Osiris being fooled into sleeping in a sarcophagus which was then locked and thrown into the Nile. Another simply describes

set dismembering his brother while a third claims that both are true. Set immediately set about destroying the childer of Osiris and put Isis under guard. He embraced his wife Nephthys and through her was able to thwart Isis powers. For some time he tortured both sisters and the child Heru, while hunting down the former allies of his brother. It was while in the clutches of Set that the sisters learned just how fully his fall had taken him. Set had made many allies while battling Osiris, but none had the power he needed to best his brothers superior forces and Isis magic. That is until Set made a bargain with the most powerful entity he knew. If Osiris had the power of Ra behind him, Set reasoned, then he would enlist Ra’s eternal enemy; Apophis. Having once been the sworn enemy of this destructive force, Set now gave himself to the avatar of Oblivion. To the sisters horror he was now a willing servant of everything he had once struggled to overcome and his squabble with Osiris had blossomed into a war with creation. He could not maintain his blood bond over Nephthys in the face of the continuing battle with the allies of Osiris and it waned in time. With the aid of Isis she was eventually able to break free of his dominance and to free them both. Together with their few remaining allies and loyal subjects they escaped into the wilds, finding shelter on the farm of a man named Mestha. Isis knew her situation was desperate and so together with her sister she conducted what was perhaps the two greatest rituals ever performed with True magic. First she gathered the remaining Children of Osiris, the last few allies among the Crocodile folk and the cat folk, and what mortal subjects she could trust, together with magical beasts and the mundane creatures of the land. All of these she sent abroad to gather the corpse of Osiris from where Set had flung it in his victory. Though they could not recover all of the dead kings body, they found enough of it for Isis purpose. The parts she sewed together and then with Nephthys and the blood of his

vampire offspring she cast a spell that shook the realms. Dragging the nine parts of Osiris soul back from where they had gone she raised the God king to his former glory once more. But there are some things that not even Isis can overcome, and what she resurrected was still a vampire. However it was a vampire forever altered, and claimed by the underworld. Osiris would never again pass on his curse, his blood would barely keep himself from final death long enough for the final battle. However his time in the lands of the dead, learning from the strange funeral God he met there, had allowed him to master his beast at last. He passed on his hard won secrets to his childer, instructing them in the mastery of their beast. He also answered many of the questions Isis had about the afterlife, allowing her to perfect her greatest magical endeavour. The spell she devised, apparently an improved version of the spell that raised Osiris, could sever death's claim on a human and bring him back from the underworld to live again. It created Immortal men without the corruption of the beast or the thirst for blood, the perfect opponents to Set’s undead spawn and to the ever hungering jaws of Apophis. After testing her Spell on Mestha (reports disagree as to whether there were one or two test subjects) she gave her own son the benefit of eternal life in what she grew to believe was an act driven more by emotion than by logic. Heru began the journey through the underworld, and when he returned he would be Immortal. In the time that came immediately after the war grew more intense. Osiris had lost the will to fight, believing it fed the beast. His childer had begun to turn to his new philosophy and they became less and less effectual in battle. The Cat folk, the Wolf folk and the crocodile folk suffered badly, while Set’s followers went from strength to strength. Meanwhile the Badarian culture had begun to decline while that of the Amratian peoples (known to modern scholars as Naqada I) was guided to new strengths by the dark God.

When Set eventually did lead his forces against the Osirian league the Amratian’s were the new power in the land. The battle took place at Mestha’s farm, and Osiris earthly form was utterly destroyed this time. Set destroyed his wife Nephthys along with countless members of Osiris bloodline. As it became undeniably clear that Set would obliterate every last member of the league, Horus returned from the underworld. Horus and Set fought, and Horus prevailed long enough for the allies of Isis to escape. The battle of Mestha’s farm was over, Isis and her son could barely raise a household let alone an army, and so they withdrew from the world for some time. Meanwhile Set built his offspring into a power to be reckoned with, embracing devoted followers from among the emergent Amratians. Mercilessly he sought out the childer of Osiris and anyone who had been allied with the former Pharaoh. As the warrior of the family there was little surprise when Set and his brood emerged completely victorious, the last remaining members of Osiris clan met final death with little fanfare. The Children of Osiris were not the only casualty of the war – it grew to such extent that even the native Garou of Egypt were eventually displaced by the conflict, the cat folks were crushed and brought to heel and the Crocodile Folk thwarted. Horus and the Mages of the Cult of Thoth gave as good as they got but they were out gunned from the very beginning. In the long and arduous years of the war between the Followers of Set and the Osirian league, Isis created more Immortals to aid her son. Isis drew other Awakened individuals to her and used her authority as a former Queen to form a Priesthood known as the Veil of Isis. As the name suggests they worked is secret and the initiated learned the Spell of Life Isis had performed and more names were added to the List of Immortals. Eventually, when she withdrew from the lands of the living, she handed the responsibility of serving and guiding the Immortals created by her Spell to the Veil.

At first only the most worthy and heroic, the elite of Khem, were granted the gift of eternal life, and Isis set down strict guidelines to decide who would be able to withstand the rigours of the battle against the darkness. Isis, now remembered as a Goddess of Life and creation was a visionary who saw the threat Oblivion posed to existence and was perhaps the first to truly do so. While she was able, she shaped the Veil and the Immortals it created and nurtured, into an army to fight for and uphold the very fabric of existence against the chaos and corrosion of Oblivion. As her long Life drew to a close, Isis set out on a great visionquest and when she returned she provided her Cult with a list of names for yet unborn men and women who must be offered Immortality for her schemes to succeed. Even after her death, she believed, her vision could still serve her people and all the peoples of the world yet to come. Unfortunately not all of her Cultists were as dedicated or as wise as she and over the years mistakes were made, names were confused and some individuals lost before they could be given the chance for immortality.

The Ishmaelites One of the Most Important names on the list was that of a Philosopher and visionary named Ishmael. Though he was Born after Isis faded from sight among her Cult, he was as wise and serene as she and during his life Ishmael managed to fulfil a series of prophecies that saved the Veil from itself and from darker external threats. For some time in the middle ages a heretical sect existed within the Veil of Isis that believed Ishmael was in fact Isis reborn and given a masculine form. Others who never met either of them have suggested that Ishmael was in fact Isis herself in disguise. Whatever the truth, the Cult gave Ishmael eternal life on August 11th 3114 BC and he rose to become Horus closest advisor, indeed, his closest friend. For three centuries Ishmael was the heart of the Immortal society, a growing fellowship now referring to themselves as the Shemsu-Heru, the friends (or companions) of Horus. Ishmael

was the balance to Horus, the Yin to his yang, the verdant green to his desolate red. When Horus seemed likely to rush into a foolish endeavour, it was only Ishmael who could council him to show restraint or to try another path. However no friendship, no matter how strong, can survive eternally when so much confrontation is involved. Horus had always been single minded in his thirst for vengeance against Set even though Isis tried time and again to point his fervour at the larger army of Apophis. Ishmael continued in her efforts, and often succeeded in gathering the rest of the society together to meet other threats. Horus could not allow his friend to continue to usurp his dominance of the Immortals and their relationship soured until it broke. Sometime around 2,800 BC things reached a head and Ishmael left the companions of Horus after a particularly heated exchange. The desertion of Ishmael became the catalyst that allowed many others to break away also. The Shemsu-Heru began to haemorrhage members until only the devout inner circle remained, those who’s loyalty to or fear of Horus was absolute. Those who left were christened the Ishmaelites by the ShemsuHeru, meant as a slur but in truth raising Ishmael himself to the role of free thinking hero. Those who left the companions travelled into the wilderness, hoping to find Ishmael and to follow where he might lead. Once the Ishmaelites exodus had come to what Horus took to be an end, only 42 Immortals remained within the Shemsu-Heru. Records among the Veil of Isis were altered to claim that these 42 were the only Immortals ever to have been created, and for a very long time it was a strict part of their code to never mention the Ishmaelites. The Shemsu-Heru continued on and Horus further developed the wat-Hor or code of Horus, detailing how and where the Immortals would combat Set and his undead minions. Meanwhile the outcasts stumbled on, Ishmael did not re-emerge to lead them and eventually they chose their own path, forming a loose network that could barely be considered a

match for the Shemsu-Heru Dynasty. What organisation they did have in the early years came from their continued and secret association with the Veil of Isis. The mages and priesthood secretly refused to follow Horus commandments and worked closely with the Ishmaelites. In truth the loss of Ishmael and Horus' increased focus on Set had soured the close relationship between the Cult and the companions, and strengthened the one with the outsiders. Ishmael, it appears, did retain contact with the high priests and even though his followers had no direct contact with him, through the cult they could gather hints and second hand reports. Though the Shemsu-Heru branded them Ishmaelites, they took no efforts to deny the title, ever hopeful that the first of thier kind would one day return.

The Tzadikim The self inflicted exile of the Ishmaelites was also the cause for the spread of the Veil of Isis, and with it, the spread of the great rite. However, even by this time control of the Spell of Life had already been disseminated outside of Isis chosen mages. To the east, nonEgyptian Immortals had been created, Immortals who would one day be known as the Tzadikim Dynasty. Conflicting stories and incomplete memories differ as to the circumstances of their creation but while some believe the Veil of Isis shared the secrets of Immortality willingly with its allied neighbours, most believe that the Spell of Life was stolen or traded by a traitor, perhaps even one of Ishmael’s followers. The first of the Tzadikim was created at the height of Elamite society (part of modern day Iran) around 2700 BC but by the end of the empire in 539 BC, exact details of the first had become clouded and forgotten. Only those with the strongest of memories even remember the rumours of a semi-mythological figure called Dumuzid (Tammuz). In the earliest days Dumuzid was seen as a rogue abomination by the Shemsu-Heru. However as more and more Immortals from the eastern kingdoms began to show up, the name was

used to describe all of them. The later incarnations of the Tzadikim Dynasty took great steps to eradicate any memory of Dumuzid and to replace him with a more suitable character named Elijah. There were no Dynasties at this time, only the Companions of Horus and the exiled rebels. Whoever the first Tzadikim was, he did not consider himself part of a new or separate faction. He was little more than an aberration, a non Egyptian Ishmaelite. The same was true of the others that began to show up from among the Mesopotamian and later Persian culture, their hand detected in those Empires development just as their counterparts can be detected in Egypt’s rise to glory. For centuries, the Ishmaelites of the eastern kingdoms and the Shemsu-Heru maintained an uneasy truce, if not exactly an alliance. Once or twice the followers of Horus would accuse the Ishmaelites of alliances with Set or of other crimes against Horus laws, but these tensions passed in time. For the most part, both groups were more concerned with their own battles and the struggle against Oblivion than with petty squabbles with each other. Some time around 2,000 BC the Shemsu-Heru closed its doors, believing that the last Ishmaelite had left their number and that they could forget that they ever existed. The watHor declared contact with any Immortal not of the Shemsu-Heru a crime and punishments were severe. It was separation from Horus dominance that allowed both the Ishmaelites and the Tzadikim to evolve into true Dynasties.

The Xiānrén At that time one or more Ishmaelites with trading interests in the East shared what they knew of the great rite to Awakened Shaman in the Taklamakan desert. These Bronze age Mages translated the methodology of Isis’ spell into their own cosmology and soon the Burial mounds in the Western foothills of Xinjiang had become the wombs for a new and distinctive dynasty of Immortal. It is unclear who was the first Immortal Xianrén because the earliest Asian reborn were created at similar times unknown to one

another. With little education and no centralised dating method it is impossible to decide who was first to undergo the Great spell and it makes almost no difference anyway. It would be many centuries before the various Mages even came to know of each other’s achievements and they would never unite or organise a cult like the Veil of Isis. Trade along the Northern Silk Road reached to the Steppes and Mongolia allowed the secrets of Immortality to reach slowly eastward to the borders of the so-called ‘Middle Kingdom’. The Contents of many hidden Kurgans and pit tombs speak of failed attempts to become Immortal and show that while the skills in body preservation were widespread, the entirety of the Great spell and its potential were not. From Siberia to Indonesia, and from Tibet to Japan, the fourth Dynasty (historically speaking) grew in spurts and waves. Though its numbers increased slowly, the ground it covered dwarfed the other Immortal societies almost immediately. Xianrén came to exist among countless cultures, explained in terms of dozens of faiths. The few Ishmaelites who did travel east travelled slowly too, and the veil of Isis philosophy has less impact on the new undying. The mages and priests that passed the spell of life around were not the followers of Isis or Thoth, they had never heard of Horus or Set. Their ignorance came as a welcome relief to the exiles, and they embraced the opportunity to explore eternity through new eyes and in new dogma. Centuries passed and the Xianrén blossomed in Asia, completely unknown to other reborn or to the wider Veil of Isis. Meanwhile the lands of Khem was experiencing it’s own upheaval due to the arrival of the Hyksos (Habiru) who took the Throne from the rightful lineage. Horus struggled to empower the native rulers of Khem but was beset by the machinations of Set. The dark god had undertaken a secret campaign of assassinations which resulted in an unusually low population of reborn. His wider interference had left Egypt struggling

with floods and a weakened Kingship, chipping away at Horus support and resources. This time, known as the second intermediate period, was one of Set’s greatest victories. He placed the Aamu (Asiatics) at Hoot-waret (Avaris) and they replaced the worship of the True Gods with the Cult of Apep. Hyksos Kings even took the name Apophis as their throne names to further compound the Egyptians disgrace. The Veil of Isis was forced underground and most of its supernatural leaders were lost to Set’s shadow campaign. Horus and his favoured Pharaohs lost Khem in a bloodless coup led by mainly Semite groups known as Hyksos ('shepherds' or 'shepherd kings') who the Egyptians called hekaoo hasoot (rulers of foreign lands). As occupying forces they gained control over lower Egypt and ruled from Memphis, allowing the 13th Dynasty to rule from Thebes as a vassal state. The Hyksos borrowed extensively from Egyptian culture, administration and religion. So much so that after they left Egypt they founded their newest nations in emulation of this advanced civilization and eventually became known as the Hebrews. In return they introduced several new concepts to Egypt such as the Lyre, the vertical loom, the horse drawn chariot and several weapons including the composite bow. What the populace saw as advancement, Horus viewed as unwanted change and corruption. The chaotic gifts of Set that forever altered his fathers kingdom and his people. Many Immortals believe that it was these changes that prompted Horus to abandon Egypt centuries later and to look further afield for his haven. It was during this time that an Immortal called Osarseph came to power among the Aamu. He was part of the priesthood at Heliopolis and managed to trick the Veil of Isis into giving him the gift of immortality which he soon passed on to Mages among the invading Hyksos. For that crime he was known to the Peoples of Egypt as ‘son of’ and no more; a fatherless bastard with no family.

But his betrayal did not end there. Osarseph built up a following amongst the Hyksos and many native Egyptians suffering under the weakened nation. He used his resurrection and his Hekau to sway the mortals, becoming a prophet to them and commanding absolute obedience from them. His Cult became known as the “diseased" people, an insult to their betrayal of Egypt and their foreign masters as well as a reference to the magical Plagues he unleashed on the nation. When the Hyksos were finally driven out of Egypt Osarseph and his cult went with them. They travelled east and came into contact with the People of those lands, many of whom were already allied with or related to the Aamu tribes. From here the influence of the Hyksos time in Egypt had far reaching effects and lead to the creation of a monolithic cult. Now the Tzadikim were truly formed into a dynasty, its baptism came during a dark time for the Peoples of the Arabian peninsula. The arrival of Osarseph, with many new secrets and advanced Hekau, made him popular. His control of so many mortal followers went a long way towards his renown as well. The Older Immortals of Elam, Akkad, and Mesopotamia had to admit his personal might and through clever politics and charisma, Osarseph grew to become the erstwhile leader of these Immortals and under his rule the fledgling Dynasty flourished. He created several new Immortals with his stolen Spell of life and the Dynasty grew in number to rival the Reborn of Egypt in a matter of decades. Although Set failed in his ultimate scheme to replace the local Immortals with his own pawns, he did manage to alter the nature of the Middle Eastern Immortals irrevocably and gain himself a wild card in the battle. Even after the end of the Hyksos rule, Egypt was not free of Asiatic corruption and its eastern borders continued to be plagued with interference. Without order, Horus raged, Khem would be lost to Apophis thralls and Set would finally succeed in the annihilation of Ma’at. Osarseph himself, though no willing servant of Oblivion, served much the same end through

his selfish nature and fervent nationalism. For many years afterwards he maintained a secret cold war with the Nobles who had defeated him and saved Egypt from foreign rule. Throughout the period of the New Kingdom, the reborn fought many secret wars and threw mortal thralls at one another in petty land grabs and the pointless flexing of muscle. Although many of the Immortals created by the Veil of Isis during the Hyksos reign travelled with the invaders back into Asia, becoming Tzadikim, not all of them did so, The Veil of Isis, even in its weakest hour, was still a force of great foresight and despite the hatred the Shemsu-Heru held for Osarseph, they forsaw the powerful force for good he would create and guide.

The Xibalba Sometime during the 14th century BCE the Spell of Life reached the shores of Central America. Whoever taught the great rite to the mages of Mesoamerica did so without leaving his mark. Not even the Cabiri are sure if the secret was carried by mages or Ishmaelites, but they do know that the first two Immortals created on this continent were twin brothers who underwent the great rite together. Hunahpu and Xbalanque came from a land in flux, where Ma’at and Izfet continually changed place as the dominant power. They appreciated both the wider battle against Oblivion and the benefit of Immortal warriors on the front line. What they didn’t appreciate were the beliefs of distant Egypt corrupting their own spirituality and Ishmaelites who didn’t ‘go native’ were made to feel increasingly unwelcome. Even the lands of the dead here remained alien and unconquered to visiting Immortals and the Xibalba, as the emerging Dynasty became known, developed wholly in line with local trends. With no Vampires to battle in the lands of the living and few Wyrm tainted creatures able to withstand the native shape shifters, the Xibalba focus shifted to the Underworld and the realm of the spirits. They required no permanent cult of mages or central infrastructure, living openly as they did among

their own families. The Spell was disseminated through trade and war and within 100 years it was being used throughout the region. Xibalba begin to appear among the early Olmec and Tlatilco peoples, and eventually the Dynasty had members throughout the American continents. Enemies in life, the Xibalba found unity in death and in Immortality the Dynasty grew strong and determined. Those who could not make peace with an Immortal of an enemy state received the education of the founders and ritualistic methods were devised to solve conflicts. Sports replaced bloodshed between the Immortals even as their families and tribes continued to butcher each other in shocking ways. The paradox seemed as natural to the Xibalba as every other diametrically opposed aspect of creation they experienced from day to day. The Dynasty thrived in this manner for almost three millennia, entirely separate from any other Dynasty.

The rise of the Chayot East of Khem a new faith had begun to dominate the land. The nation of Israel began to take shape from the ashes of the previous nation, brought low from within. The Immortals from among Canaanite nobility fell out of favour among the Tzadikim and were replaced by Immortals from the Hebrew culture. The entire Dynasty altered drastically as the religion of the land moved from a pantheistic to a Henotheistic society. The Hyksos had passed on their stolen occult knowledge to the Hebrew nations, making way for a new sub sect among the Tzadikim to make its presence felt, encouraging one faith be adopted by the entire Dynasty. Immortals of the old order clashed with those who embraced the new faith and the only thing preventing Dynasty destroying several of its own was the simple fact that it didn't know how. Some were lost to the forces of Oblivion however, while others joined the enemy willingly to escape the purges. Many more of the elder Immortals either fled to the aegis of the Ishmaelite way of life or presented an image of joining the new sect in name at least.

Great temples to the One were constructed with the aid of Tzadikim from the Het Khnemu, new histories invented. Hundreds of people were killed in the name of the new God and the religious tolerance of the pagan world was swept away in a tide of blood. The Chayot, as the new cult within the Tzadikim came to be called, manipulated the new mythology and its adherents to cement their dominance of the region, forcing those who had once been their elders to capitulate or flee. The first half of the first Millennium BC was a time of chaos and reinvention for the Tzadikim and the Dynasty that emerged along with the Jewish state was very different to its roots. Civil wars were fought within the Dynasty, but few outside the Fertile Crescent even noticed, and by the time the Shemsu-Heru could discern what was going on, the Dynasty had become what it remains to this day. It was during the period of the Babylonian exile that the Chayot truly cemented their rule. The exile continued for almost 50 years, after which the Israelites abandon their gods in favour of total monotheism and the Tzadikim followed suit. The end of the Babylonian exile marks the beginning of the Chayot domination among the Dynasty.

The Cauldron Born West and North of these conflicts, the wandering Ishmaelites had founded quite a network throughout Europe. Several reached the British Isles even before the Chayot emerged and were forced to accept that the tribes here were every bit as skilled in the construction of megalithic temples as the Egyptians. Seeing the temples created here before the construction of the great Pyramids, the Ishmaelites settled in small numbers. Others had a hand in creating new Immortals in Scandinavia and other parts of the Western world. A small cult of Ishmaelites, working with the Mages of the Wyck and other Awakened groups in Northern Europe, set about the study of these misty lands. They learned the preserving properties of certain bodies of water, quite the opposite to the dry deserts in

which the Spell of life was first conducted. Through countless resurrections they came to understand how these places acted as portals between the worlds and a few visionaries began to construct a version of Isis spell to take advantage of this peculiar realm. The Spell they envisioned took centuries to perfect, but it eventually resulted in the creation of the Immortals known as the Crochan Geni: the Cauldron Born. By 700 BCE there were native Immortals in Eire, Denmark and Scandinavia as well as in the Alps and Germany. The Crochan Geni Dynasty first made itself known around the fifth century BC, exploding onto the scene as a relentless enemy of Oblivion. By this time Horus had already begun to look towards the West for his new camp and it seems certain that he became aware of the Crochan Geni warriors and their battles with the Banes of that land. Philosophers and priests he could ignore, but warriors he could not, and the seeds of change were sown amidst the Shemsu-Heru at this time.

The Cult of Zalmoxis In direct contrast to the Xianrén and the Xibalba, the Ishmaelite who founded the Oboli Dynasty is well known to history. His name is Zalmoxis and in his first life he was a slave named by Isis in the lists she left behind. After being reborn through the great rite he went on to become a skilled Physician and an outspoken critic of Horus methods. After fleeing Egypt his wanderings came to an end amongst the Thracians and he came to care for his adopted nation, eventually teaching some of them the path to Immortality. He worked with the Awakened priests, the Ctistae and Spirits of the Ancestors to reproduce the great rite, determined to share what he had been given with those who could benefit the world with their continued existence. Zalmoxis sought to bypass the entrenched beliefs and the priesthood of Khem, to free Immortality from Horus and the Veil of Isis or other mages and Priests susceptible to corruption.

Eventually Zalmoxis perfected a Ritual that allowed the creation of Immortals in the Shadowlands and his mage allies began to generate Immortals from the lower castes, from the disenfranchised and the downtrodden, most often from the slave populations. However within a few centuries Zalmoxis declared his quest a failure and he withdrew from Immortal notice. However his followers did not cease and the variation of the great rite he had fashioned would eventually lead to the creation of the Oboli Dynasty.

Age of the Alchemists On the other side of the world the Xianrén experienced a population explosion as the Pazyryk nomads of the steppes and Scythians perfected the alchemy of Immortality which would later be used by the wider Xianrén Dynasty in the first millennium AD. From around 1,000 BCE the older Shamanistic methods the Asian mages used were matched by newer Alchemical rituals. Although the way of the Shaman remained the most commonly used path to Immortality until the height of the Iron Age, it was eventually overtaken.

Egyptian Immortals. Cabirus was a devoted follower of Isis, so zealous that even her cult appears to have distanced itself from him. His demands that the list of names Isis left behind be made available to the Ishmaelites finally severed any relationship he had with them and Cabirus set out alone, eventually settling in Thrace with the Cult of Zalmoxis. Although Cabirus and Zalmoxis came from very different backgrounds and shared few philosophies, they did manage to work together for a short time. They shared knowledge of the great rite, but each wanted different things from the performing of it. The first Cabiri was created in Thrace, but the proto-dynasty immigrated to Greece not long after the defeat of Persia. Here they expanded slowly and set about researching every aspect of the reborn. Despised by Horus, hunted by the ShemsuHeru and ignorant of Isis intentions, the early centuries were a struggle for the Cabiri. Searching for the meaning of their immortal existence with the aid of the mystery religions and other spiritual paths, the Cabiri began as a cult with very specific ideal.

Only after this upswing in successful Ritual based magic did Middle Kingdom Mages perfect their version of the great rite complete with the additional hurdles and personal requirements considered necessary by their world view. The Xianrén had always belived in harsh trials and mortification of the body in order to prepare for the great rite, proving themselves worthy rather than being chosen as such by Mages. These Shamanistic trappings evolved into a method whereby the energies of the Yin world were enhanced and the philosophies of Alchemy employed. By the time the Xianrén had evolved into a distinct type of Immortal complete with Dynastic trappingstheir understanding of the Spell of Life had mutated into the version written down late in the Qin Dynasty.

In time the Dynasty was acknowledged by the Immortal majority, Horus having accepted thier insights when he left Egypt to the Ptolemy rulers, their growing understanding of other Immortals provided the warmaster with a roadmap for his travels. They presented the rulers of the Reborn with their gathered wisdom, information on the Underworld beyond Amenti, limited insights about the Ishmaelites wanderings, details on the Xianrén and the Crochan Geni. More importantly, with the Shemsu-Heru finally accepting the need to communicate with the other undying, the Cabiri offered their services as translators and middlemen. The Cabiri became the emissaries and the messengers for Horus, and before long, for all the known Dynasties.

The Cabiri

Unification

While The Tzadikim civil war raged an Ishmaelite named Cabirus recorded the Spell of Life and his ‘secret writings’ were used by Mages to create the a new group of non

In the last centuries of the first Millennium BCE, rumours of the Xianrén reached Horus as he made plans to relocate beyond the borders of Egypt. Reports of the victories the

Crochan Geni had achieved against the spawn of Apophis were already catching his interest and the additional tales from the East proved difficult to ignore. The Cult of Isis had begun to put pressure on some of the Shemsu-Heru to make their clandestine associations with the Ishmaelites common knowledge and the mood was changing amongst the Companions. Those skilled in the arts of Celestial Magic began to report on terrible omens about the Eastern realms, and at the same time the Underworld of Asia was stricken by a pregnant fear concerning the future. Something astounding was about to happen in the land of the Xianrén, something equally as disturbing as the rise of Charon’s empire not long before in the Western Underworld. Horus had come to accept that the war with Set could not be won quickly, or without addressing the wider issues. His hatred for his vampiric uncle had blinded him to the threats his mother warned him about and in a time of rare introspection he came to understand the need to fight the larger war. Even conservative members of the Shemsu-Heru admit that the advances of the foreign Dynasties impressed Horus greatly and set the stage for the most drastic event in Immortal society. The rumblings from beyond the borders of Amenti forced Horus to acknowledge the existence, perhaps even the worth, of other Immortals. Not long afterwards, as Immortals measure such things, he reached out to the Cabiri and opened his doors to the other Reborn.

As the new Millennium passed, unmarked by the people of the time but a fixed point for those looking back, the Dynasties of the Immortals came together. It wasn’t a rapid thing, nor was it in any way peaceful, but it appeared to be inevitable even to the fiercest of the Shemsu-Heru. The Cabiri and the Veil of Isis wove together an alliance, and where racial differences clashed, the unity of the Magical paths offered shared ground. The Ogdoad of Dynasties would have fallen to warfare if the reborn had asked who would rule them, but each group had their masters of Hekau, their schools of magical philosophy. The Eanead, the collected houses of study, formed the backbone of Immortal society. A Shemsu-Heru who had trouble accepting a Cabiri as his equal could see the worth in a fellow student of Alchemy. The Houses of study grew into a body of communication and unity, if not openly of government. At times they were advisors to the warmaster, at others they brought pressure on him to change his course of action. And so it was that the path the Immortals trod, rather than the lands in which they had been born, came to be the glue that bound them together. The six paths of magic and the three universal measures of Virtue erased the differences and crossed the invisible boundaries. The necromancers of the East were eager to learn the secrets of their African equals, while the readers of the Milky way from the Xibalba Dynasty shared their insights with the astronomers of the Crochan Geni.

Cosmology “The soul of man is immortal and imperishable." - Plato, The Republic

Death and the Soul In the cosmology of the Immortal, as he is created by the great Rite, the whole man is made up of nine distinct parts; the Ren, Khat, Ab, Khu, Sahu, Akh, Khaibit, Ka and the Ba. All are bound together and the welfare of one affects the welfare of all. o

Ren: Name

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The Ren or True name is more than a simple descriptive; it is the skeleton upon which an individual is built. It defines and shapes him and knowledge of the Ren can grant terrible power over an individual. In many ways the Ren is akin to spiritual DNA, altering it will irrevocably alter the individual in a very real sense.

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Khat: Physical Body

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The Khat is the name for the mummified body in a tomb, or the slab of meat a coroner cuts into in a morgue. The Body is something that decays, this is its nature when it is separated from the other parts of the whole and because of this Immortals must preserve their bodies while they are dead or reconstitute them when they wish to resurrect. The Khat contains the Haty, the anatomical heart, seat of the Ab (or Ib).

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Ab (or Ib): Heart

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The heart is the source of life and being, of thought, intelligence, memory, wisdom, morality, bravery, sadness, and love. It is the hearth of power in life, the foundation of good and evil decisions, the seat of Sekhem.

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Khu: Spiritual Intelligence

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A translucent, intangible casing/covering for the body which doesn’t perish, somewhat akin to the aura in that it contained intelligence about the individual, his moods and his nature. The word Khu comes from the words meaning “shining” and it is the Khu which is altered by the Spell of life to transform a mortal human destined for heaven into an Immortal human forever denied that final transcendence. The Altering of the Khu by the Spell of life gives the Immortal access to his Hekau and the power to use it: Sekhem.

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Sahu: the Wraith

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For those who have not undergone the Spell of life and who only die once, the moment of death gives birth to the Sahu, What the Storyteller system calls the Wraith. This non-physical body (corpus) is resurrected in the afterlife, a new entity that “germinated” from the Khat and into which the soul would slip. The Sahu does not exist until the person dies and is the physical housing for the diametrically opposed aspects of the dead persona, the Akh (Psyche) and the Khaibit (Shadow). The Sahu is everlasting and incorruptible except by Oblivion (and Moliate) and in the uncorrupted version of creation it was this aspect of the individual which can go to heaven and dwell with the gods, the Sahu of the gods and souls of

the righteous. Death not only releases the Sahu, it also gives birth to two lesser spiritual forms depicted as human headed hawks, the Ka and the Ba. o

Ka: The Double

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The ka is the individual's doppelgänger, or double; the guardian of the Khat which hovers perpetually close to the corpse. Also known as the image, the Genius, the double, the character, the disposition and mental attributes, the Ka is the Ghost that haunts and the terrible protector of the tomb. It is the spiritual memory which Funeral offerings are made to and which is empowered by the emotions of the living, by memoriam and passions. The Ka is the medium through which the Immortal in her death cycle and the skinlands interact, the tether through which the Ba is fed and empowered and the route to resurrection. The Ka can eat food left for it, it can even eat the paint and treasures in a tomb. It can be sustained with worship and with songs, with any interaction of the living with the Immortal to whom it belongs. Through that upkeep it can empower the Dead Immortal to resurrect.

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Ba: Soul

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The Ba, (often translated as “the soul”) conveyed notions of “the noble” and “the sublime.” It was sometimes depicted separately from the Ka (though with a similar form) but is little more than a measurement of energy or power. It dwells within the Ka like a heart, but was capable of traversing the afterlife and growing stronger from the energies of the afterlife and from the glory given to the Ka. Without the nourishment of the Ka, the ba decays. It is with the Ba energies that the Immortal actually makes its Khat fit for resurrection.

The Death Cycle When the Immortal dies, his soul is rent asunder by the ordeal, just as the Ancient Egyptians believed it was. The Spell of life, all versions, make this belief a reality. The vast majority of the soul begins an existence almost identical to that of a wraith as described in Wraith: the Oblivion, but there are a few subtle differences which soon become apparent. At first the Immortal finds himself (or most of himself) in the Shadowlands close to where his body (the Khat) now lies in the skinlands. His face is covered by a caul much as is that of a garden variety wraith, however it takes an Immortal very little time (perhaps three or four deaths at most) to become accustomed to this eventually and to learn to tear the caul off for himself. Those who cannot are almost always met by a spiritual entity loyal to their dynasty that will do the reaping for them. Although they are at risk in this stage from the many dangers of the Underworld, few Hierarchy reapers will attempt to reap them because the Immortal appears very different to

a Wraith at this time, his form is brighter and still carries the scent of the living. Only the truly enlightened dead such as the Ferrymen can tell that he is not. For the rest, the dictum mortum still stands. Now he can take stock of his surroundings the Immortal becomes aware of several things. The first of which is that his being has separated. He can see his Khat laying where it fell just across the shroud, and flying close by the Ka which will watch over his Khat until he is ready to resurrect. Along with the Ka is the Ba, a less corporal reflection which flits around haphazardly. The Ba is neither sentient not particularly powerful and it is tied to the Ka but can journey the Underworld at will. The Immortal himself, his consciousness and his personality and powers all reside within his Sahu or spirit which takes a form not unlike the one he wore in life, although perhaps a little less imperfect in places. The Sahu tends not to sport that pot belly or those grey hairs, it may look a little taller and have a slightly squarer shoulder. It is the Immortals ideal vision of himself given form. The Sahu is for all intense

and purpose, the Immortal's wraith and the two words are treated as interchangeable in this work. It is described and governed by the Ren (name) of the Immortal and contains his Akh (Psyche) and a Khaibit (Shadow), and is encased by the Khu. Once he has taken a moment to gather himself the Immortals Sahu is free to wander the Underworld and is governed by the same general rules as a wraith. His Khat acts as a major fetter and allows him to return to the Shadowlands whenever he wishes. From here on out he will often seek to make his way to the Shadow realm of his dynasty or some other safe haven, either by his own merits or more often accompanied by a guide here already to aide him on his journey.

The Khaibit The act of truly dying exposes the Wraith to the tides and energies of Oblivion, nudging his nature towards the aspects of entropy, colouring his perceptions of the realm around him and transforming his beast into the entity known as the Shadow. But the Reborn, even while in their death cycle, are not so susceptible to the effects of Oblivion because they are still alive, still a part of the living world even while his corpse slumbers. Where a wraith sees the Shadowlands as a destitute wasteland, decreasing in splendour as Oblivion takes a hold, the Immortals see the afterlife as a distant echo of the past. The Immortal is still balanced between the Yin and Yang of life and death and can perceive more than the terrible touch of death that all Wraiths must endure. Though Immortals are still aware of the creeping decay in all things beyond the shroud, to them it is also tinged with sweet memories and the possibility of renewal. Where a wraith sees death and a spectre sees destruction, an Immortal sees only the end of the current cycle making way for the new. Because the Immortals are not so stained by Oblivion as the Restless dead, their experiences in the afterlife are often less extreme. Where the Immortal and the true

Wraith differ in the underworld is on the matter of the Shadow. The unsullied tie to life prevents the self-destructive anti-self from fully awakening and an Immortal has no Shadow to harass him through eternity, only an echo of its full malice is able to emerge from the cocoon. This lesser shadow is known as the Khaibit (although in truth many use that word to refer to true Shadows as well) and it has some similarities to the Shadow of a normal wraith character. The Immortals Khaibit is awakened by the first death but finds itself stifled because the creature into which it has blossomed is not so lost as the true restless dead, Oblivion has less of a hold upon it. The Khaibit can do little except push at its restraints in moments of extreme emotion, sometimes strengthened by proximity to the source of Oblivion. Sometimes, should the Immortal come across a force of Spectres or be foolish enough to actually delve into the Labyrinth, the Khaibit grows in power and can even rise to have the same abilities it might have had if the Immortal had been simply another wraith. Of course, most Immortals take steps against allowing this sort of thing to happen while they are in their death cycle with relic Amulets and Necromancy spells. Systems of the Shadow The rules that govern the Khaibit are almost identical to those that govern the true Shadow (see Wraith: the Oblivion). Creating the Khaibit runs in exactly the same way as creating the Shadow. It has dark passions which it seeks to fulfil, it has Thorns with which to enact its will and Angst with which to power them. It has the same archetypes as the true shadow, except that these archetypes must be diluted and watered down to match the less complete personality of the Immortals Khaibit. However they lack the same constant and immediate threat that the true Shadow can bring to bear on a player and as such they rarely need a separate Shadowguide. Players and Storytellers of course may wish to increase the influence of the Khaibit (basing the result on the rules for the true shadow in

Wraith: the Oblivion) and to make use of the Shadowguide as described in those rules.

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Shadow dice – The Khaibit can offer Shadow dice in exactly the same way that the true Shadow can do. However the bargain is more instinctual, the act of the Immortal calling upon his negative reserves, his hatred and his wrath, to gain an edge.

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Shadow Passions – Again, the Khaibit and the true Shadow use the same rules for this event even if the indulgence isn’t quite so obvious.

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Storytellers discretion – The Storyteller (and even the player) still has some degree of input, the ability to add a point of angst here or there to reflect how the wheel of reincarnation is turning for the character.

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Failing a Virtue or a Path role – having one’s failures, one’s slow slid towards the dark made impossible to ignore has a psychological effect on an Immortal and it grants the Khaibit ammunition for the battle.

The Apshai The Apshai, the living Shadow, the awakened Khaibit, the voice of Apophis Once the Immortal resurrects and returns to his living body he discovers that Something new has returned with him from the underworld and that he is no longer alone in Immortality. The reconstituted whole of the Immortal, having been brushed by Oblivions bouquet, is not quite as complete as it once was. The Khaibit, once awakened, never fully returns to its realm of the subconscious. While the fact that the Shadow is weaker than that of true Wraiths might be something worth celebrating, the discovery that it remains just as much of a presence in the dreams and weaker moments of the Immortal in his living cycle is a terrible discovery. The Reborn must continue to battle the half of themselves which yearns for oblivion, his own small ‘imp of the perverse’ which tempts him and plots against him. Either side of the shroud, the Khaibit continues to test its prison, gathering Angst, waiting for its chance. It continues to whisper threats and distractions to the Immortal, extolling the virtues of Oblivion and the bliss of extinction. Its influence over him is limited but still felt, most often acting as a further hurdle to his own enlightenment and happiness. Mummies refer to this dark passenger as the Apshai, after the insect monster of ancient Egypt, because its voice is like the constant buzzing of an annoying pest. Because it is a small dirty thing which can suddenly become deadly if the correct steps are not taken to thwart it and the sickness it brings. The fact that the Apshai is also part of the Hive minded army of Oblivion only adds to the analogy.

Acquiring Angst (see Wraith: the Oblivion 2nd edition pp 174 - 176) o

Arcanoi – the use of certain Arcanoi by the Immortal can grant his Khaibit Angst as with any Wraith.

Catharsis for the Immortal is likewise, the same as it is for the Wraith as far as the system is concerned. When the Khaibit’s temporary Angst exceeds her permanent Willpower, the Khaibit attempts to take over. However if the Khaibit is successful it does not ‘assume control’ so much as flood the Immortals emotions with instincts and desires. It forces the Immortal to pursue self destructive and nihilistic goals, flooding his soul with feelings of inferiority, of failure and self loathing, tempered with physical and spiritual pain. Much like a Garou in rage or a Vampire in frenzy, the actions of an Immortal thus overtaken by his own darkest instincts tend to lack complex tactics or multiple stages.

Transcendence Immortals are forever denied the opportunity to transcend, that is just one of the prices they must pay for their eternal existence. The Khu, the shining aura which would transcend to the heavens in a normal individual is somehow altered by the Spell of life and nothing can ever return it to the innocent state it was once in. While the Immortals are blessed to be able

to spend time among their ancestors, considered to be Gods by most, none may truly ascend to Heaven, paradise or the blessed afterlife of their faith. For the Immortal there is only the cycle or Oblivion; to carry on the struggle without end or to give oneself to the enemy. Neither option is a reward or a joy, and knowing what they have given up often helps to chip away at the Humanity and morale of the reborn in relentless waves. Even this knowledge, in the end, feeds oblivion and strengthens the enemy. In truth all Immortals feel this lose, that whatever they believed would be thier reward is happening somewhere else they can never reach. Some groups, such as the Chayot faction of the Tzadikim Dynasty, teach that heaven will eventually be enacted upon earth once oblivion is defeated and that they will be able to share paradise with those who are righteous. Unfortunately, not even those Immortals who proclaim this dogma the loudest truly believe it to be true.

The Harrowing They were challenges designed to teach a wraith how to contend with her darker aspects and win out over them. Some of the dead were afraid of what was beyond, of Transcendence; they were unwilling to accept the proposed surrender of their own self-awareness. Others feared a terrible afterlife of eternal agony. Because of this, wraiths often refused to face their shadow, hiding themselves from themselves and pretending they could continue on unchanged. Harrowings served as a cathartic experience, forcing such wraiths themselves, their shadows and the possibility of their dissolution or Transcendence whenever they were in danger of losing their passions, fetters, Corpus and Willpower. By making a wraith confront and deal with her darkest fears and desires. Harrowings cleansed the wraith, opening her to the new possibilities inherent in Transcendence: the purification of the soul and its passage to a higher realm. - Wraith: the Oblivion 2nd edition page 183

But the Immortals are denied transcendence when they undergo the great rite, they can never benefit from the lessons of the harrowing. Any confrontation and challenges the Immortal needs he gains from being judged by himself and whichever supernatural entities he is ultimately reviewed by. There was no need for such a rite of passage and perhaps that is why the Immortals do not suffer the same terrible ordeal that the truly dead must face. The Immortal’s Khaibit cannot force the Immortal into a Harrowing, its tie to the Tempest is simply not that powerful. Instead the Immortal is tossed violently back into its Khat for a period of nightmare wracked slumber at the mercy of the Khaibit – a micro harrowing if you will. There is no Spectre cast or elaborate passion play, merely the outrage and taunting of the Khaibit finally given full vent because it is only in this fitful slumber that the Khaibit is any match to the Akh (Psyche). While it has its captive audience, the Khaibit does everything it can to tempt its better half towards Oblivion, throwing all its stored hatred and the ammunition from a hundred Freudian slips at the weakened persona of the Immortal. It plays on past doubts and weak Virtues, bringing up old regrets and trying every trick in the book to have the Immortal turn away from the path of enlightenment he clings to in favour of the service to Oblivion. Like a true harrowing, this nightmare is designed to torture the victim, empower her Khaibit and force her into making mistakes which may rip away her passions, her Virtues or her Humanity. It is these confrontations with one’s own darkness that the Immortals fear the most, especially those such as the Shemsu-Heru who find it the most difficult to accept that they are flawed. All attempts at subtlety are thrown to the wind as the Khaibit seeks to destroy all the walls of ego and self-restraint the Immortal has erected. Here the part of the individual that has grown weary with life aids the vile temptations, while the dreamscape becomes a constant cinema of everything the Immortal has been denied by himself or others. Worst of all, it is often during these emotional barrages

that lost memories are restored, reminding the Immortal that his every happiness is stolen away by eternal existence.

Reborn Society Immortal culture and organisation Call it a clan, call it a network, call it a tribe, call it a family. Whatever you call it, whoever you are, you need one. – Jane Howard The society of the Immortals is, like everything else about the reborn, a balanced duality – between inviolable Dynasty and flexible Het. A combination of the two, and the interplay between them, defines each of the reborn. In fact, the passage Immortal society took from domination by the ties of Dynasty to acceptance of the Eanead council defines the reborn as a species of Supernatural. Dynasty is the phrase used to describe the group which created the Mummy while the Het are philosophical groups he chooses to associate with. Over the past 6 millennium the balance of power has shifted from the Dynasties to the Het (see history), abandoning racial and national interests for a unified and focused society. The Dynasties represent where an Immortal came from, what culture and viewpoint led to his creation. The numbers a Dynasty can field has rarely had any direct effect on its clout in Immortal society. The largest Dynasty, the Oboli, are the least influential while the Ishmaelites who are perhaps the most respected due to their role in the spread of the Great Rite, are among the smallest.

The Ogdoad – Dynasties Happy families are all alike; every unhappy family is unhappy in its own way. – Leo Tolstoy The Dynasties are the nationalities of the Immortals, membership in which is rarely a matter of choice. The peculiarity of where one was made Immortal and with which version of the Great rite decides your Dynasty and you

are forever more stuck with it. An Immortal cannot choose his Dynasty and he can never change it. The earliest Ishmaelites are the exception to this rule, but the majority of even that Dynasty are created within the Ishmaelite framework. The first turncoats were able to change a fundamental aspect of themselves and their Ren, which they did by denying the judgement of the 42 Gods of Ma’at in Amenti. This act forever sundered them from the Shemsu-Heru and created a new Dynasty. Horus declared all turncoats Ishmaelites with a single Nomenclature powered decree and from that moment onwards those named and those they created were Ishmaelites. The general consensus is that there are eight Dynasties and the rules and systems in the Mummy Companion concur. However not all Immortals agree and world will end long before some of them accept that their special faction is a part of a larger group. As important as Dynasty is to an Immortal, those of us outside of the World of Darkness may well argue that they are a false construct. One could list the differences between members of the Xianren and the Xibalba or the similarities between the Shemsu-Heru and the Ishmaelites, but what truly defines one Dynasty from another is tied up in the True Name of each, and of its members. The Ren of an Ishmaelite contains a portion which defines him as such. That same portion is present in all Ishmaelites but in no other Immortal.

The Eanead Council An executive is a person who always decides; sometimes he decides correctly, but he always decides. - John H. Patterson For many years Reborn society was ruled over by the first Immortals, the Shemsu-Heru. They in turn were dominated by Horus. This society was already well established and firmly entrenched in the world by the time the other Immortals appeared on the radar. As the other groups of reborn established their own habits and centres of power, growing into new Dynasties, they had little choice but to follow in the footsteps of those who went before. The Immortals who turned their back on Horus,

spreading the gift or eternal life across the globe, were raised in the culture of the Shemsu-Heru and unconsciously spread the Shemsu-Heru way of doing things to those they created. That is not to say however that the other Dynasties kowtow to the Shemsu-Heru or believe them in anyway superior. Over the past thousand years the Shemsu-Heru have been superseded as the directors of eternity and have allowed an elected council to assume governance of Immortal society. The council, known as the Eanead council or simply the Eanead, is made up of individuals chosen by each Het as the best representative from amidst their leading lights in the hope that it will remain apolitical and better able to set the mood of wider reborn civilization. The Immortals understand that creation is under attack from cyclopean forces which seek to see the end of all things. They understand this perhaps because they have become endless and are thus tied to the fate of the universe itself. Given that, it is little wonder that the undying are all concerned with preventing Oblivion from consuming the entirety of existence in some way or another. So it was that, during the latter half of the 19th century the Shemsu-Heru met with what may well have been the largest gathering of reborn ever and officially ceased its attempts to dominate the other Dynasties, ushering in the new state of cooperation and unity. At the suggestion of Horus the Immortals sanctioned a non political council whose membership would be chosen from among the leading lights of the Het and not from the power players within the Dynasties. The Eanead Council (council of the nine) was given the final say of what the beneficiaries of the great ritual would do and how they would do it. That Horus was named the warmaster of the Immortals by this gathering perhaps hints at what deals had been made behind the scenes but his role as commander in times of war met with acceptance and no small degree of relief. There had been occasional councils in the past, formed temporarily to adjudicate disagreements between Immortal groups or to

show a united front against a shared enemy, and the precedent already had a large group of supporters. In truth, there is one thing that unites all Immortals and that is their understanding of the bigger picture and of destiny. The ratification of this form of organisation was, in all honesty, little more than book keeping as it was already a tradition many Immortals had grown to trust and support. And so the Eanead was established with an acceptance close to unanimous and for the first time since the veil of Isis lost control of the reborn, the Immortals had a leadership and a cohesive direction. From that point, the rest of Immortal society was able to find structure, territories were acknowledged and no longer squabbled over, methodology for aiding those whose virtue had eroded were put in place and the tactics to be used against the accursed were defined. Since then the Cabiri have worked hard to maintain this unity through the spread of knowledge and parable, they teach the definition and terminology of the various traditions by sharing intelligence and wisdom among all of the Undying. The Spells devised by separate Dynasties have been made available to all Immortals through the Het and trade and communication opened between the various cells in the underworld. Horus may rule the Shemsu-Heru with an iron fist and the Tzadikim might be dominated by their faith, but beyond the boundaries of the Dynasty, it is the Eanead who govern eternity now. The Eanead has become the force by which the entire Reborn culture makes its will manifest and in the shadow of the council are, as always, the veil of Isis. Its detractors do consider it as Horus viziers, but they misunderstand how little Horus really wants the responsibility of leadership and its tendency to distract him from his true goals. Its supporters compare the relationship between the Eanead and Horus with the government of Great Britain - with royal Horus as a belovved figurehead akin to the Queen, his opinion still shaping much of society but the Eanead is the government, the elected body which makes the laws and shapes policy.

On rare occasions the Eanead has actively passed a decree or given a direction to the undying as a whole, but this is not the way it prefers to act. During such times when it becomes clear that the majority of vocal Immortals feel a certain way but that something needs to be put into coherent form, a council is called. Each het chooses a few of its members to represent them and the chosen all get together to create a statement or a definitive proclamation, which is then returned to the Het themselves and disseminated to the reborn. One of the first declarations made by the Eanead was when it openly called for the Xianrén to be given as much aid and shelter as they required while in their death Cycle to counter the dangers of the dark Kingdom of Jade. While the peace granted by this democracy has allowed the Immortals to make great advancements, it also means that those who disagree are left with nowhere else to turn but the enemy. In recent centuries the forces of Ma’at have made some truly magnificent headway in their quest, but so have the forces of Oblivion. Several of Apophis generals yearn to turn the Eanead against their enemies, thwarting the typically slow and thoughtful tactics of the reborn with a proclamation to hurry them along into the maw of oblivion.

The Masquerade Just as with other supernatural creatures, the reborn practice stealth and obfuscation to mask their presence from the mundane world. This serves not only to keep them safe from their enemies, but to prevent the doors of every Het being hammered upon by mortals desperate for eternal life. Over the centuries it has become accepted practice to hide everything beneath layers of allegory and parable. The stories and legends told around the world often stem from or contain such nuggets of lore, preserving lessons on morality or the location of a Temple from the ravages of amnesia. While details often blur between incarnations, the gist of a legend is much easier to recall or record.

The Immortals survive because of mystery and because of the Mysteries. Mortal man knows almost nothing certain about the mystery cults of the Classical world or the real reasons for Bog body sacrifices in Northern Europe. The Secrets of Isis and Nephyts have yet to be revealed to them. What the followers of Orpheus really sought is recorded in no known form. But the Immortals were members of the Mysteries when they were popular and they retain varying memories of their practices. Myths and passion plays can communicate varied levels of information, and can often be told to large groups but interpreted only by those trained to recognise the symbology and metaphor. More often than not an Undying tutor expects his student to discern the lesson in a tale rather than simply spilling the facts. Then, by learning the story, that student can pass it along to his students. The masquerade of the Immortals has no hard and fast rules, and varies from dynasty to dynasty and from age to age. The sparse population of Immortals worldwide has helped to keep them hidden, as has the fact that the reborn often spend a lot of time away from the mundane world. Beyond that however, the Veil of Isis and other mortal followers work to cover the tracks of the Undying, cleaning up after overtly unnatural conflicts, guarding the Khat of dead mummies etc.

Other Immortals Then there are the Bane mummies, the ones for whom existence is so unrelentingly painful they willingly align themselves with the avatars of destruction and work to further oblivion's cause. While the majority of immortals are driven by some soul deep desire to battle oblivion, the Bane Mummies are the direct opposite. They embrace Oblivion as a bride, something to be cherished and sought after. Oblivion is the ideal they seek, and the philosophy they aspire to. The battle between the two armies, between those who seek utter annihilation of creation and those who fight against them, is the fulcrum upon which Immortal society swings. Isis and her allies created the Immortals to

thwart the demon Serpent Apophis, an aspect of the Wyrm, of Oblivion itself. Have the Shemsu-Heru failed in the task Isis created them for? Of course not! If they had, then we would not be here to talk about it. Their task was to battle Apophis and Apophis has still not achieved his Goals of destroying creation, ergo, the reborn are a glorious success!!

Mummification Across the world Newly created Immortals and their mortal associates may wonder why there are so many reborn in Egypt, with three dynasties claiming to have been born in the middle east, while other dynasties that are spread across entire continents report a smaller membership. The reason for this anomaly is simple however, the other dynasties lacked the central priesthood that the Veil of Isis provided the Shemsu-Heru and the Ishmaelites. The land beside the Nile was the birthplace of the reborn, and for almost two thousand years no other dynasties existed. The mages who did eventually create Immortals elsewhere were taught by Egyptian Ishmaelites or by the Veil of Isis itself, the influence of that empire couldn’t help but be imprinted on the undying. Though there would be a great deal of resistance to the idea now, the Veil of Isis were one of the earliest mage traditions and are even today counted as a craft by their peers. Masters of the sphere of Life, their ability to prolong and even regenerate life were unmatched. Even the lesser sorcerers and the mundane clerics of the priesthood were skilled in the ways of healing and of properly conducting those they could not heal into the afterlife. But the leaders of the veil had access to so much more knowledge, secrets of the dark Umbra, the means to battle Apophis which once were the purview of Set. Isis herself stole the secrets of Prime and Forces from Ra and used her unparalleled abilities to create the Spell of life. Anubis passed on to them the means to defeat biological entropy with the art of mummification, ensuring fetters for those who became Wraith’s.

The true magic of Mages has always filtered down from the awakened mages, through their acolytes and sorcerers, to the mundane public. The list of superstitions and religious traditions originally inspired by rotes and spells of true magic could fill a reasonably sized book. Such was true of the Spell of Life, which over the years found several of its elements melded with common funerary practices. To the modern eye it appears as though all of Ancient Egyptian culture was focussed on death, however they were no more morbid or death obsessed than you or I. In truth the belief in the need to preserve the body and to provide for the individual in the afterlife resulted in the mausoleums and books of the dead being created from the most durable materials. They had as many brothels and markets and pastimes with no link to death as we do, it is just that fewer of them have survived to be studied. A vital element in the ritual which has remained consistent even as the Spell itself mutated is the need to preserve the body of the Immortal to be. In Khem the art of mummification was employed by the cult of Isis, learned from Anubis himself. Similar techniques arose among the southern American peoples while the nomadic shaman of Asia combined several procedures to conserve the bodies of their most honoured dead. Societies that created mummies almost always did so with some degree of memory of the ritual of rebirth and were often motivated by some attempt to resurrect the dead in the afterlife. The magic of Isis filtered down into the general belief of the Egyptian peoples and led to their widespread practice of body preservation and mummification. Iron age Europeans sacrificed many to the waters without conducting the rituals that would transform them from just another bog body into one of the cauldron born. Tribes in the Andes bound specific members of their dead in baskets and preserved them in ritual burials so that they might continue to consort with the Spirits as the Xibalba had once done. Buddhist temples across Asia display the

desiccated remains of monks who succeeded in starving themselves to death but not in obtaining Immortality. The mummified bodies we see today in museums and on the Discovery channel are often the attempts of non-awakened men and women glimpsing something of the true Spell of Life. Others may even be failed attempts to

create an Immortal with the true Spell itself. Not every Crochan Geni came to terms with his inner demons before his corpse was cut in twain by peat diggers, while there are Wraiths from the Shemsu-Heru who gaze with regret at their own body on display in a museum wondering what went wrong.

A World of Immortals The reborn Viziers and their regions When Horus declared the great Diaspora, abandoning his homeland to the Followers of Set, the Shemsu-Heru trailed what would later be called Western civilization. Some few travelled south of the Sahara, or westward across the oceans, to the Americas. Still others journeyed eastward, across Asia. But these were always in the minority for those lands already had Immortals of their own. The Ishmaelites had already been here, they had shared the secrets of the great ritual and the only positions available to the proud companions of Horus were that of barely tolerated guest. In most cases, the ShemsuHeru attempted to instil their own form of government and it was centuries before the Immortals knew peace. As the Egyptian reborn began to settle across the various regions of the earth, Horus saw a need for better means of monitoring the deeds of his followers. Thus he appointed viziers, or prime ministers, who would represent his authority. The duties of the viziers included enforcing the code of Horus, assisting the Shemsu-Heru as necessary, and monitoring the activities of other supernatural creatures. When the Dynasties finally settled on a cohesive administration, the concept of the Vizier was rolled across all the Ogdoad and became answerable to the Eanead instead. Immortals with local knowledge, almost always hailing from the dominant dynasty in an area, where appointed and directed to report back to the Eanead Council. Meanwhile, in Asia, the Xianrén had established their own system with the Bureaucratic Cheng-Huang (Town monitors) and the streetwise Tu-Di (neighbourhood monitors). Immortals took on a duty to watch over their place of residence, guarding against troublesome Shen and interacting with the

more agreeable creatures on behalf of the humans. The position was replicated across the Immortal society after the dynasty’s found peace and now each Vizier employs a number of Cheng-Huang and Tu-Di (usually anglicised to monitors) whom he can call upon in times of trouble. The actual duties of each office tend to blend into each other and it is only really the expected territory over which the Immortal watches that determines the title. The positions of Vizier and monitor are not lifelong – merely for as long as the Eanead deems it necessary or suitable. Some Viziers have held their title for centuries, others for only a few decades. However the position does come with the understanding that a vizier will take steps to ensure the job is still carried out while he or she is in the underworld. One Vizier might relish the role, having contacts in the criminal underworld, governments and churches, with a clear chain of command and an heir apparent among her Sheriffs while another might be alone wolf wandering the badlands and attempting to maintain control from the dark Umbra even while dead. A Vizier is not appointed lightly and much of their methodology is left to them to decide, a sign of the trust which the council has in them. The appointment of monitors is left to the Vizier, as are the use of resources granted by the Eanead.

Egypt The land in which it all began was the physical and spiritual homeland of the Undying, or at least of the original dynasties, from the time of Horus until the great Diaspora during the height of the Roman Empire. However, even when the larger part of the Shemsu-Heru spread out from the banks of the Nile, there were those who remained behind amid the

buried secrets and the mythical heritage. Or, in the case of the Ishmaelites, returned to thier homeland. As the religion of Khem was eroded by the countless invaders and eventually gave way to Islam, the few remaining Immortals set up their headquarters in Alexandria and many other reborn joined them in time. Cabiri, Tzadikim and even Crochan Geni settled in Alexandria and remained there even as the mortal focus moved to Cairo. In time they were joined by members of the emergent Oboli dynasty and the port has remained a hub of undying culture to the modern day. However Egypt is still deeply corrupted by the accursed, with the followers of Set vampire clan holding the land as dear as do the Shemsu-Heru. To reside here is to dwell at the very forefront of the battle against Oblivions earthly pawns, and requires constant vigilance from the Undying. The Vizier of Egypt resides now in Alexandria and monitors activities in all of North Africa, Sudan, Ethiopia, the length of the Nile and the Red sea. He employs several monitors and it is acknowledged by all that he runs a tight ship

Africa Beyond the realm of Egypt the influence of the Setites weakens due to the presence of native vampires. Here the Ishmaelites are the most common Immortals and those who followed the first freebooter have long considered central and southern Africa as their territory. Because of its vast empty spaces and dangerous supernatural entities, the other Dynasties have felt little desire to challenge them. It is believed that Ishmael travelled the continent once he parted company with Horus, and there are many myths and legends that seem to hint at his passing. Those who claim to have met with the Dynasty founder usually say it was here that the meeting took place. While the heart of the continent is considered the stomping ground of the Ishmaelite elders, they only rise to the role of vizier 50% of the time and thus younger Immortals or even

those from other Dynasties often hold the post, existing in exclusion for the most part.

Australia The Spell of Life itself has never reached the shores of Australia, its islands or of New Zealand. Not that these lands remain unvisited by the Undying and a Vizier for the antipodeans has existed for at least 100 years. Currently that Vizier is a Crochan Geni wanderer who harbours a strong desire to find allies among the native cultures of his adopted homeland and to further study Karta, the shadowy basement of the Dreamtime. This Vizier monitors the activities of Australia, New Zealand and Indonesia.

Europe, Eastern Until recently the Shemsu-Heru have avoided Eastern Europe; early encounters during the Dark Ages left many of them scarred and frightened, and for many years they were loathe to return. But now, as the West rediscovers the lands of Eastern Europe, the Shemsu-Heru are taking a new look. Not surprisingly, while the Shemsu-Heru avoided Eastern Europe, a number of the Cabiri have long-established domains here. However the Oboli and the Crochan Geni are strong here also, both of whom include a large degree of locally created Immortals amidst their numbers. The Crochan Geni’s strongholds remain to the West, while these lands were the central territory for the Oboli for many years and they still dominate the landscape not guarded by the Cabiri. Here the Vampires and the Immortals have established some of the most renown alliances of all, with scholars and philosophers from both races finding reasons to share a healthy relationship with fellow ancients. The Crochan Geni have established bonds with the local Garou tribes, forged in the fires of battle against a myriad of the accursed. Often an active and mercurial region, the Eastern European Viziers duties were recently reduced when the lands of the Soviet Union were split away from his remit. Even so, this is not a job for sedentary individuals. Since the

fall of Baba Yaga and the breakup of the USSR, a new Vizier was promoted to monitor the nations of the ex-Soviet Union.

Europe, Western Switzerland has been the European capitol of the Shemsu-Heru for almost three centuries, ever since Horus settled near Geneva. He still resides in a grand manor, heavily fortified against physical and magical intrusions; it is from this manor that he directs the operations of his followers worldwide, and prepares for the final battle against Apophis. That being said, the Shemsu-Heru are guests of the Crochan Geni who maintain their rights to the region fiercely even with their small numbers. Horus learned long ago to temper his pride when dealing with the cauldron born, a Dynasty more than willing to answer a perceived slight with a bloody slaughter. In truth Horus and his most adapt diplomats have brought the Crochan Geni into their compound and cemented their trust. Horus can count many of the cauldron born among his own honour guard when he steps out to do battle. Elsewhere Western Europe is the undisputed territory of the Crochan Geni and the conflicts for domain are internal to that Dynasty. They welcome all outsiders who respect their authority and their traditions and as such cities such as London, Paris and Berlin host representatives of every Dynasty. Such visitors often intend to remain neutral in the conflicts between the various camps within the Crochan Geni, but to do so is all but impossible for more than a decade or two. Although Horus himself is located in Switzerland, he does not concern himself with the details of his adopted home, leaving this task to another. The Crochan Geni traditionally fills this role, but in times of peace they can sometimes lose focus. The current Vizier is a member of the Cabiri Dynasty.

India Considering how large the mortal population of India has grown, one might be surprised how few Immortals there are among them. Some few Xianrén were created from resident

Indians and perhaps a handful of Oboli too, but there are almost as many Ishmaelites as there are native born Immortals here. Few Hindu or Buddhists would choose to remove themselves so completely from the wheel of rebirth and become an Immortal, and the Spell of Life has never once been performed on an unwilling subject, and so the numbers of aboriginal Immortals has remained very low. Those who do spend any time here have reported that relationships with the local supernaturals are tense and difficult at all times, with the native vampires being less than willing to join the struggle while the invading corpses from the East are determined to eradicate all local opposition to their rule. The Shapeshifters and the Fae are slow to trust and quick to anger, but a few alliances have been made even though they were short lived. The Ishmaelite Vizier of the Sub continent has been in place for centuries and his predecessor was the first Vizier of the region.

South and Central America Even though the New World is the undisputed homeland of the Xibalba Dynasty, it is not unusual to find Shemsu-Heru, Cabiri and Ishmaelite Immortals in significant numbers here. The battle against Oblivion has a unique format here, not only because the local supernaturals all believe that the White man is the source of everything evil, including the Wyrm and its bride, but also because they seek a balance rather than a total victory. The Lords of Xibalba, to give them their proper title, have weathered the ebb and flow of eternity with stoic acceptance. They cherish the time before the white man, when life and death were in balance, the balance of power ever shifting and changing. They have endured the time of Oblivions ascendency when Tezcatlipoca ruled the underworld unchallenged, and the White men usurped their thrones. Now the dark kingdom of iron has fallen and they believe the time to topple the heralds of Oblivion has come. The Xibalba and their allies have been patient, but that tactic no longer holds sway. The portents are clear and a great conflict is about

to erupt south of the border. Perhaps this will be the first battle in the final war against Oblivion, the other Dynasties are certainly watching what transpires in an attempt to gauge if the time really is nigh. Those Immortals who ally themselves with the natives, who respect the traditions of the ancestors and who aid in the battle against the dark Spawn of Tezcatlipoca, are welcomed here. They are shown respect and showered with the benefits of hospitality. Those who seek to challenge the Xibalba and their people tend to disappear from the lands of the living and find the underworld into which they descend far more frightening than anything they experienced before. Traditionally a Xibalba of Aztec descent, the Mexican vizier handles all affairs in Mexico and works closely with his confederates the viziers of Peru and of South America. The heartland of the ‘lords of Xibalba’ is traditionally under the watchful eye of a local Immortal responsible for the whole of South America. The Dynasty has resisted any urge to share the viziership with outsiders, claiming the lack of tradition among other Immortals as the deal breaker.

North America Since the middle of the 19th century the New World has been a gathering place for the Immortals. None of the Old World dynasties have a historical claim on the land and even the Xibalba consider it unimportant compared to their immediate domain. Those native Americans born North of Mexico can be counted on the fingers of one hand and it wasn’t until the arrival of the Europeans that any reborn society really took hold. There were Ishmaelites who found their way here, along with a Crochan Geni or maybe two and legends suggest that the original Bane Mummies visited once or twice, but it wasn’t until the time of the Mayflower that the Dynasties really paid attention. However the 18th and 19th centuries were times of heavy Immortal traffic throughout the continent, and it played host to some of the most significant

events in the unification of the Ogdoad and the formation of the Eanead council. North America is, in the minds of the Reborn, no man’s land. While members of every single Dynasty make their home in the newest Empire, many more see the nation as a crossroads or a stopover spot on their global journeys. Because there are no real claims on the region by any one Dynasty they see American as a mortal institution that might harbour a new hope for creation. Many Immortals have immersed themselves in America, its culture, corporate structure and its politics in the hope of influencing the next human empire. The vizier of North America is highly favoured by Horus and has been accused of unduly influencing the Eanead council from time to time. The North American Vizier, Hetch-Abehu ( WoD: Mummy 2nd edition pp 137-8), monitors the United States and Canada. However at the turn of the Millennium the violence on the West coast between various groups of Vampires prompted the Eanead to create a new post of Vizier for that region.

The Middle East The Tzadikim have inherited a fractious domain, somewhat representative of their own inner Dynasty politics. The land is home to many ancient secrets all but swallowed by deserts or wars, and the servants of Apophis have always considered this a fruitful land. The Wyrm is strong throughout the Middle Eastern kingdoms, and is well represented by the handful of Bane Mummies who congregate here. Although they do supply Viziers to report the situation within their perceived territory, the Tzadikim provide the Eanead council nominal Intel at best and misleading lies at worst. Due to the dynasties strong belief in self determination, there are still many parts of this realm which remain outside of the Eanead's understanding or control. All the fractious kingdoms of the middle east are under the watch of a single Vizier, or that is what the Eanead are told. More often than not he hails from the Tzadikim Dynasty, but

there have been times (usually lasting less than a decade) when the vizier was appointed from another Dynasty, often one of the Shemsu-Heru.

The Middle Kingdom There is no doubt that the Xianrén Dynasty are created from the most diverse societies, or that their traditional territory dwarfs that of all other Immortals. The entirety of all Asia, the so called Middle kingdom, is their domain. That being said however, it would be foolish to lump such a vast region into one single cultural stereotype. The Xianrén of China were once the driving force of the Dynasty, having first taken steps to unite the various Asian Undying and then encouraged them to work diligently on behalf of all creation. But they have fallen from favour among their peers in recent years, especially since the rise of Communism. This is partly because their nation is seen by many as being responsible for Yu Huang, Jade Emperor of the yellow springs (see chapter : going Forth), the scourge of the underworld. But it is also because the Xianrén see what China has become as a betrayal of the virtues they hold dear. Xianrén from the nomadic peoples, from the deserts and the Steppes, have withdrawn partially from the centralised organisation of the Dynasty to consider their position. Disenchanted with the modern world and the direction it is headed in, those who were the first created undying in Asia. Meanwhile the recent battles in the Dark Umbra have begun to have an effect on the Middle Kingdom too. After his failed attempt to invade Stygia (see Wraith: the Oblivion – ends of Empire) Yu Huang was forced to retreat back to the yellow springs in the face of countless rebellions in the conquered territories and on the border with the Indian Deathlands. Several powerful Malfeans emerged from the maelstrom eager to take his throne and his formerly insurmountable stranglehold over the Asian Underworld has been severely reduced.

Erlik Khan, erstwhile leader of the rebellion, has begun to push for more aid from other Immortals believing that this is the time to wrest the dark kingdom of jade from its deathly emperor. In recent years he has begun to make alliances with the Xibalba who think as he does. While he is far from ready for an open war, his guerrilla tactics have escalated a thousand fold and he watches what happens across the pacific ocean and its Shadowland equivalent with interest. In prehistory the Xianrén considered the steppes and the deserts in the West and North of the Middle kingdom as their paradise and they still cling tightly to its dominion. The vizier of this region watches over the sacred tombs and spiritual hearth of the Dynasty, what else he sees he shares with the reborn. The Asian Vizier is currently located in Hong Kong, giving her access to many Western contacts. Her duties cover China, Japan, South East Asia, North and South Korea. As with Mongolia this region has traditionally been monitored by a member of the Xianrén Dynasty.

The Spirit Umbra Not a realm completely understood by the reborn, they have long been intrigued by its denizens. Once the Undying came to realise that the male aspect of Oblivion had its nest in the Spirit realm a Vizier was appointed to gather intel on the realm. With a small cache of aides this Vizier has been building a library of lore about the Spirit world.

The Garou As much an emissary as a Vizier, this role was created to preserve communications between the Immortals and the Shapeshifters. When the Osirian league was at its height the Silent striders and the Shemsu-Heru worked hand in paw and given the shared enemy, the reborn seek eagerly to resurrect that alliance with the other tribes.

The Order of Hermes The descendents of Thoth have long been tied to the fate of the Immortals. It requires an awakened worker of true magic to enact the Spell of Life. While those magi aligned to the

reborn are sequestered within the Veil of Isis, a vizier does exist who watches over the rest. It is considered vital that the Spell of Life not be rediscovered or used by unaligned magi and this Vizier is expected to take final actions should it become necessary.

Outlook Vampires The relationship between the reborn and the undead, or the Nak as they term the blood drinkers, is a troublesome one. Much of the vampire’s nature seems to play into the hands of Oblivion at a cursory glance, however no more so than a natural predator might do. Of all the supernatural creatures it is the vampires with whom the reborn have forged the most personal relationships (see a World of Darkness: Mummy 1st edition) and longest lasting associations. Humane vampires can seem, to many Immortals, to be an ideal companion to share eternity with and few other creatures can even begin to grasp the weight of years that the reborn must face. However unlike the reborn, vampires are cursed and their humanity almost always erodes over time and the relationships become untenable. Storyteller note: By comparing paths and Virtue ratings it should be possible to gauge how likely it is that an Immortal and a vampire might be able to stomach one another’s company. The 1st edition of ‘a World of Darkness: Mummy was designed primarily as a supplement to Vampire: the Masquerade and is told from the perspective of a neonate vampire befriended by one of the reborn, and the 2nd edition includes a ‘vampire impersonator’ as a player template. That Vampires and Immortals can form friendships is essentially hardwired into the setting and with Storyteller permission, can lead to some fascinating role-playing experiences.

The Children of Osiris One group of vampires who have retained a link with the Shemsu-Heru are the Children of Osiris. A group of vampires from various Clans

and bloodlines who seek to deny their beasts and to live in concord with the lessons the Antediluvian Osiris shared with his childer after returning from Death. The Children are considered, nominally, to be members of the Osirian league even if they are no longer on friendly terms with the Veil of Isis.

Followers of Set Of all the Nak that exist, the childer of Sutekh retain a special hatred from the Immortals. From the Reborn’s point of view, the followers of Set are the unliving army of Apophis, every bit as vile as the bane mummies and the spectres. Horus spent thousands of years focused on the battle with his uncle before accepting the wider scope of Oblivion’s armies and even today the Shemsu-Heru will break off from other concerns to thwart the schemes of a Setite.

Werewolves The Veil of Isis and the Silent Striders have had a close relationship since even before the Spell of Life was perfected, and that alliance included the Shemsu-Heru when they did come into being. The Garou elders advised Isis and her acolytes and aided her exploration of the underworld, and today the tribe continues to advise others as to the essential and balanced nature of the Immortals. However as the Ishmaelites travelled across the globe, teaching the Spell of Life to Mages and creating new Dynasties, not all Garou could benefit from the deeper knowledge of the Silent Striders and friction occurred. The majority of the Garou, those who have come to understand the nature of Immortality, are not only comfortable with Immortals but are usually glad to have such allies in the fight against the Wyrm. Despite certain obvious differences, Garou understand Oblivion as an aspect of the Wyrm and so the greatest warriors against Oblivion are, to these Garou, warriors worthy of their respect. The Silent striders believe quite firmly that Isis was an avatar of Gaia herself, or at the very least a divinely inspired mage guided by the mothers wisdom. Many also allow that Nepthyhs was Luna in an earthly guise and

that the creation of the Reborn was an act all Garou should give praise for. However there are times when a Garou comes to know of an Immortal and doesn’t understand the subtle aspect of their existence. Meeting an individual they have already witnessed dying can cause such ragefuelled individuals to leap to the wrong conclusions. More than one Immortal has been ripped limb from limb by a nine foot Werewolf screaming something incoherent about unnatural abominations unto Gaia.

Ajaba The Hyena folk once enjoyed spiritual prominence in Khem, where their kind were seen as the living avatars of Am-mit the devourer. However as Sekhmet and the Simba became closely linked with Ra, the Werelion’s natural enemies fell out of favour. Now the Ajaba are in no state to form any relationship with the reborn and the bad press of recent decades would no doubt paint them in a light from the pallet of Oblivion in the eyes of the uneducated.

Bastet One tribe of Cat folk, the Bubastis, stood beside the Shemsu-Heru in the war with Set and paid dearly for it. Their numbers were decimated and their sacred kinfolk taken prisoner to be used as hostages against the children of Bast. Since that time the reborn have declared the Bubastis as compromised (at the prompting of the Bubastis themselves if rumours are to be believed) and take great steps to avoid all contact. In the later years of Egypt’s glory the Simba tribe, associated with the sun god Ra, took over many of the roles of the Bubastis in the Osirian league but they clashed frequently with the Silent strider Garou and only ever worked with the reborn sporadically and when it suited them.

Moloke Like the Bubastis, the Crocodile folk who made their tribal home in the Nile and the Fayum once allied themselves with Osiris and the

Immortals against Set, but that was a very long time ago. The enduring memory of the Mokole has ensured that they recall this relationship, but it also means they remember how badly it ended. Mokole and reborn can and do find common ground because of the Crocodile folk’s ability to access memories of the distant past, and there have been times when the two groups have come together for mutual aid. In the Americas the Mokole and the Xibalba still maintain much closer relationship against the encroaching corruption of foreign supernaturals.

Hengeyoki In the east the Xianrén work closely with the beast Courts and have a fairly peaceful alliance with them. Western Immortals have been known to question the Xianrén, asking how they might tighten the friendships with the shape changers they share the world with.

Mages The reborn and the awakened have been intrinsically linked since Isis first perfected the great rite. As one of the greatest mages who ever lived, the tutor to Thoth (the prototype Hermetic mage) and a living goddess to the Verbena, Isis is held in high esteem by many tradition mages. The balance is that no Immortal can be created without the true Hekau of the awakened, and every example of a new dynasty has been the result of interaction between the Ishmaelites and local mages. The reborn and their Veil of Isis allies keep a careful watch on mages in an attempt to prevent the great rite being used by the unworthy. Each reborn a mage creates has the potential to turn to Oblivion and so it is essential for all Immortals to control the Spell of life and who possesses even knowledge of its existence, let alone partial copies of the actual ritual. Throughout history, the reborn and the awakened have weaved in and out of each other’s war. Immortals have often emerged from the mists of time to reveal forgotten occult

secrets to the mages, and in return the mages have resurrected the spell of life many times. But no Tradition mage can boast such an alliance with the reborn as that which the Veil of Isis craft has maintained.

reflection are likely to see the Immortal as a god or a messenger of their god. The majority see Immortals as the demons and antichrist to match their pantheon, and take appropriate action.

Liches

Renegades

These undead mages (see dead magic I) are particularly abhorred by the reborn as debased copies of their own existence. Those hungry to avoid Oblivion, or just the afterlife, have been guilty of terrible crimes the reborn seek to negate. Because of the tendency for liches to align themselves with the agents of Oblivion, the reborn keep an eye open for hints of their fell sorcery and stamp it out whenever they get a whiff of it.

As outsiders themselves the immortals sometimes find enough common ground with the renegades. Several circles of renegade ghosts share the beliefs and status of Stygia’s outcast. Of all the Wraiths in the dark Kingdom of iron, it is the renegades who have the most knowing interactions with the reborn. Stumbling through the byways in a desperate bid to escape Spectres or the legions of Stygia, more than one renegade has been thankful for an Immortal’s passing by.

Wraiths If the relationship between and mages has been close, it has nothing on the intrinsic link between the reborn and the spirits of the dead. Spending at least half of eternity in the underworld, wraiths are to the reborn in their death cycle what mortal humans are to them while they are alive. Stygia’s borders have spread as the centuries wore on, annexing the afterlives of all the Reborn except for the Xianrén and the Ishmaelites in Africa and Australia. The once downtrodden Cabiri whose mortal allies tended to be the cultures at the heart of Charon’s empire have managed to get their feet truly in the door of Stygia. The Immortals do well to avoid those Wraith’s loyal to any of the Dark Kingdoms, and all parties concerned have their own laws forbidding interaction.

Heretics Those heretics whose philosophy matches a particular sect of the reborn are almost always recruited to the shadow realms maintained by the Immortals in their death cycles. It is true to say that any Wraith who serves in the shadow realms or allies herself with the undying is technically a heretic in the Stygian lexicon. The problem comes when a heretic whose faith doesn’t match that of the reborn meets an Immortal. Those still possible of open minded

Changelings The Fae are as eternal as the reborn, and share more closely the destiny of the undying than even vampires can. Like the Immortals, Fae live long lives but can be killed, upon which event they retreat into their own spirit realm for a time before returning refreshed and rejuvenated. On the surface their cyclic existence is similar enough that one can understand individual friendships and alliances formed in much the same way and for much the same reasons as friendships with the vampires. Truthfully, in the Spring of creation the Immortals and the Fae inevitably did make many compacts and formed many companionships, but in the wake of the Sundering all but a few have crumbled and been forgotten.

Eshu The Eshu are to the Fae as the Ishmaelites are to the Immortals - wanderers, catalysts, as sedentary as the wind. As the followers of Ishmael were spreading into Africa they often met the Eshu coming out. Many cultures assumed these lone vagabonds were the same creatures, or at least closely related cousins.

Sluagh

Long Tailed Cats

The Whisperers have always had a special relationship with the Ghosts of the underworld, able to interact with them with much less effort than other entities. Because of the two way trade in information between the Sluagh and the Dark umbra it is little surprise that they are fully aware of the Immortals and their war. Any large scale attempt to build alliances with the Dream folk would almost certainly be made through contact with the Sluagh.

Of all the false Immortals, the long tailed cats have the longest and most successful history with the Reborn. In the search for true Immortality, companionship or other rewards these creatures have served as tomb guardians, spies, assassins, security and even paramours of the True Immortals. The relationship between the True Immortals and the long tailed cats is curious, and at times fractious. The cats themselves rarely share the benign outlook of the Reborn yet the two philosophies often converge after time spent in one another's company. Those undying who might otherwise despise the false Immortals chasing their coat tails often find their hearts softened by the soft caress of a long tailed cat.

Demons There is a heretical school of the Necromancy path that first surfaced in Babylon and which still circulates between certain members of the Reborn. These spells deal with the summoning of demons and Spirits not tied to the Shadowlands in any way. While outlawed and despised by the majority of the undying, there are still some among them who continue to pursue this path and who are sometimes willing to teach it to others. For their part, the Demons do not take kindly to such creatures holding so many secrets about them and take great steps to counter immortal demonologists. Although an immortal with his memories intact might well know the subtle differences between a fallen Angel and an Umbrood spirit in theory, in practice it is never so easy to discern the servants of Lucifer from the thralls of Oblivion or the spawn of the Wyrm.

False Immortals The Reborn created by the Spell of Life are sometimes referred to as True Immortal to differentiate between them and other entities with extended lives. Indeed it is not just Vampires and mages who can prolong death through Supernatural means. The Undying are plagued by the half damned and the near immortals of the World of Darkness, they may even befriend or make alliances with them. Indeed, due to the laissez faire system of the Oboli and the Ishmaelites, some False Immortals have been able to maintain a cover as a true Immortal for a limited time.

Rénxian The fact of the matter is that while Rénxi?n in the early stages of their quest tend to avoid notice as much as possible, those tasked by their patrons (Heaven?) with battling the forces of Oblivion and chaos often cross paths with other Immortals. In truth these Rénxi?n sometimes ally themselves with True Immortals, especially the Xianren, to take down a powerful adversary. There are Xianren who can field a reasonable force of Rénxian or employ them to safeguard their holdings in the realm they do not currently reside in. The Rénxi?n themselves might seek out a True Immortal for her secrets or her protection, of simply in the hope of a true resurrection and the Great Rite.

Ultra Mortalitas Ultra Mortalitas have no intrinsic drive to battle Oblivion; in fact many of them owe their existence to entities in Apophis camp. The Great Rite would have no effect on such a tainted soul and the act of seeking it may well invalidate whatever contract they signed. A true Immortal is most likely to encounter the Ultra Mortalitas as an enemy in service to Izfet, or as a red herring when searching for Vampires and Bane Mummies. That being said, a talkative Ultra Mortalitas might at least reveal some insights into the servants of Oblivion if allowed to converse.

Cults and Followers Those who serve while they are able Oh, if I had Orpheus' voice and poetry with which to move the Dark Maid and her Lord, I'd call you back, dear love, from the world below. I'd go down there for you. Charon or the grim King's dog could not prevent me then from carrying you up into the fields of light. -Euripides Most Immortals rely heavily on those mortal cults which know of them to protect their tombs and their physical remains as well as their investments and their property. They rely upon these secretive orders when they resurrect, often to remind them just who they are and what the hell is happening. As they regain their place in the lands of the living many Immortals still return to such Cults for support and back up, or simply to find a sympathetic ear. There are cults allied to all the reborn and those who reserve their aid to a certain Dynasty or even a single Immortal. Some have full knowledge of the reborn while others are drip fed just enough to keep them loyal. Many have, in their years of service, learned more about the undying than was strictly intended by their Immortal wards. But, for the most part, the relationship is reciprocal with the Reborn providing as much to their cults as they take back.

The Veil of Isis [see Craft book: Veil of Isis] First and foremost among the many allies of the Athanatos reborn is the Cult of Isis, or more correctly, the Veil of Isis. This mystery cult was founded by the living Goddess Isis who Taught Thoth the art of Ra Hekau (true Magic), who revealed the paths of Sorcery to her priests and who created the Immortals with the Spell of Life. Its wisdom and secrets predate even Horus, and its history is every bit as chequered, having maintained a priesthood of awakened mages since the time of Zep Tepi. They served Isis in life and have

continued to do so since she ascended (in their beliefs) to become Queen of the Neteru.

The Ferrymen (The boatmen society, the Oath circle of the Oar, the Legion of the shining Ones, the grey Pilgrims) Anubis trained the ferrymen (who call him benefactor) and it may even be true that the entire Wraithly sect of boatmen is subject to the whims and schemes of Horus. Themselves highly reminiscent of the mystery cults, the ferrymen see themselves as the guardians of those seeking transcendence and the enemies of Oblivion. Though they have evolved and changed with time to deal with changes, they too take their structure from the same mystery cults that gave the Immortals such direction and indeed many ferrymen were members of the Hellenistic schools. The Dead (and undying) of Neter-Khertet have a treaty with the denizens of Stygia. In return for the promise of assistance against enemies and mutual non-aggression, the kingdom of Neter-Khertet provided tutors to teach the people of Greece in the arcanoi and teach the Ferrymen the truth about the manifold soul. The Ferrymen bolstered the defences of Neter-Khertet while the Shemsu-Heru were more concerned with their interests in the lands of the living. Anubis single-handedly forged the underworld wing of the Osirian League. Later, as Charon rose to rule the Dark Kingdom of Iron, the Ferrymen grew less

enamoured of his methods and of the hierarchy. Their loyalties lay not with the Emperor but with seeing wraiths to the far shores. It is to the credit of the Ferrymen that they remain behind to guide others to transcendence rather than accepting transcendence themselves. As the Empire of Stygia became more corrupt, the Ferrymen sought employment and safety elsewhere. Some found it with the Lady of fate while others settled for a time in the Shadow Realms of the reborn. These pockets of resistance gained favour from the Ferrymen who held a special dislike for any tradition which treated the Underworld as a final destination. For this reason an Immortal can usually expect aid and friendship from the enigmatic Wraiths of the Byways while in their death cycle. [For more information on the Ferrymen see Wraith: the Oblivion and the Ends of Empire supplement.]

In the myth of Orpheus, when the Poet descended into Hades to rescue his love, it was the ability of his words to move the implacable Furies that won the sympathy of the Chthonic Gods of Death. The legends tells how Orpheus lament for Eurydice was so profound that it tamed the furies and brought them to his side when they had remain unmoved by any others plight before that time. Clearly a tale of the Cabiri establishing this 'army of furious shades'. The Elysian Fields now house many Eumenides Wraiths, faithful servants to the Cabiri and citizens of a faux paradise. But those within the Fields and those without rarely interact, because to do so would put the Cabiri realm at risk. To leave the Elysian fields requires one to have the memory of that place forcibly removed for security and so those who act as ferrymen are looked upon with special reverence.

Those who study with the Cabiri

The Benandanti

The Cabiri have insinuated themselves into countless secret societies and mortal cults down through the years, shaping them to their needs before casting them aside when they were no longer safe to associate with. They have had their hands in the dealings of the Arcanum and of the Golden dawn. All of this pales in comparison however, when seen against the Cabiri domination and manipulation of the Orphic circle. Female Immortals have influenced and directed the Dikeia for millennia, while the ruling council of the Orgiophantes is just as much a tool of the Cabiri.

[See Mediums; Speakers with the dead] The Cabiri have maintained strong ties to the Benandanti, having subtly and overtly influenced many of the cells within that movement over the centuries. Although it is rare for a Benandanti, or their predecessors the Moldonati Padroni, to consider anyone not born with a caul as a 'member' of their group, they are often more than willing to befriend and ally themselves with others who show wisdom and understanding of the Underworld. Cabiri have used snippets of truth and information, as well as their Hekau, to manipulate the Benandanti into acting as their unwitting (although sometimes not) pawns in many cases. It is not unheard of for a Cabiri Immortal to step in to the role of the Sapienza (mentor) for young Benandanti Novizio, especially if the former tutor dies or is otherwise unable to complete the role. Cabiri cannot teach the Benandanti rituals, but once a student has learned them, an Immortal can make a wonderful makeshift mentor.

The Eumenides (Erinyes) The original Eumenides served the Goddess Dike, and the name was given to to the Wraiths enslaved or employed by the Cabiri in the Elysian Fields. They serve a similar roll to the Ferrymen, seeking out and escorting the Cabiri in the Underworld. They guide the Reborn and those truly Dead whose understanding of the mysteries has reached a certain degree, through the pitfalls and the Valles Avernae (Valleys of Hell), into the Cabiri Shadow Realm.

The Risen Those Wraith who tear themselves out of the shadowlands and manage to reanimate their

former flesh without the spell of life are looked upon with a special fondness by the Cabiri. Such creatures can often find aid and employment among immortals of this dynasty.

Those who fight beside the Crochan Geni The Valkyrja Dottir The Daughters of the Valkyrie are a Craft of Mages who trace their heritage back to the Norse Wicce. Closely related to the Modern Verbena and Euthanatos Traditions, they may be the only Awakened still in possession of the Crochan Geni Spell of Life. Mostly they come together because of the urgings of their Avatars (almost always female warriors of the Chain mail Bikini variety, but occasionally other Norse archetypes) who claim to have been the guides and tutors of the original Craft Mages, and the alliance between the dwindling Valkyrla Dottir and the Crochan Geni has worked well for both parties over the eons.

Völva The Völva were the wise woman, shamans and priestesses in Norse and Germanic preChristian society. They were Sorcerers and hedge Witches who practiced shamanism, prophecy, herbalism, natural healing and other forms of indigenous magic. Highly respected members of society, they cared for the spiritual and physical needs of their people and sacrificed the prisoners of war and sprinkled their blood. It was believed that this practice allowed them to glimpse the future and held such powers that even the father of the gods, Odin himself, consulted a Völva for what the future had in store for the gods. Never a fully unified Cult, the Völva maintained a hereditary initiation based culture to pass down their skills which has provided allies to the Crochan Geni down through history.

The Sons of Annwn Also known as the Warriors of Hel, the Sons of Annwn are the Wraiths and Crochan Geni who watch over the realm of Eliudni. The governing body and military academy of the Underworld

requires a dedicated force at all times because of its proximity to the monolithic bastions of the Dark Kingdom of Iron. As well as manning the barricades of the great hall, the Sons of Annwn train Crochan Geni for the battle of Ragnarok and conduct the slave trade which Eliudni thrives upon.

The Cult of Nerthus This Norse Cult worshipped the mother Goddess Nerthus, a fertile peace bringing Goddess of the Norse and the Angles, mother or the divine Freyr and Freyja. When she came to earth great festivities were held, weapons were put away and war was not made. At the end the Goddess was bathed in a secret lake by slaves who, as soon as it is done, are drowned in the lake. In this way mystery begets dread and a pious ignorance concerning what that sight may be which only those who are about to die are allowed to see. The Wraiths of those slaves are often granted to the Crochan Geni as servants while they are in their Death Cycles and many make use of such subjects even while within the Living lands. The Cult holds itself separate from others in Eliudni and are considered Heretics by the Restless dead in general.

Those in the pay of the Oboli Oboli are very often likely to form cults around themselves and the miracle they seem to have performed. Sometimes it is through these cults that other occultists or rich and powerful mortals learn what is necessary to join the ranks of the undying. It is quite often these cults whom the Oboli owe their debts to and to whom they are beholden in their immortality. It is quite common for the Oboli to have hired retainers and servants, or those attracted to them through personality. Many were aided in their quest for life eternal by the living they left behind, living they later return to as resurrected lords or prophets. For every 'voice of God' that proves himself able to transcend death and reinvigorate his cult there is an Oboli whose retainers carried out the nonsensical conditions of his will in order to keep being paid only to find Dead old Mr X back from the grave and signing their cheques

again personally. These small cults and sects are too numerous to list separately.

Illuminaten The original Illuminati were founded by free thinkers in Bavaria and that secret Society is purported to have many modern inheritors, those who continue some or all of the original political groups aims. At least one of the offshoots of the original enlightenment era society was co-opted by Immortals of the Oboli Dynasty around 1789 and has been shaped into a mortal cult to serve the reborn. Although the group is rather small and boasts little of the world shaping power attributed to it by conspiracy theories, the Illuminaten (this one at least) does have a substantial bank balance and influence over several European political families and alliances.

Those who serve the ShemsuHeru The Osirian league The battle between Set and Osiris raged for many centuries, and the peoples of Osiris kingdom, mortal or otherwise, were drafted into the Pharaohs armies and expected to join the war. The ingrained hatred between Werewolves and Vampires, or between Werewolves and werecats, so obvious in the modern age makes it difficult to believe that any alliance could have existed. However the natives of Khem believed from ancient times, in the divinity and right of kingship and even many entities who would normally take up arms against any vampire, instead pledged their lives to the lord of the land. Dedication to Osiris was bolstered by the subtle and skillful diplomacy of Isis, and the queen's presence allowed natural enemies to work closely for several thousand years. Many Garou of the time suffered doubts and lack of direction, the Impurgium had only recently ended allowing humanity to prosper and spread, the war of rage severed old alliances, the Weaver and the Wyrm appeared to be behind every corner. Khem was at the very centre of the study of True magic, Isis

having stolen the secrets of the Spheres from ra and in turn passed it on to her student Thoth. Dreams and Spirits strode the Deserts and few other civilizations built monuments to the dead that could match those of Khem. The promise of a society governed by divine order appealed to many of the benign groups to be a worthy cause, Set soon found himself fighting a multifaceted coalition serving his brothers will. Thought this alliance was simply seen as the natural form of the kingdom at the time, later scholars often refer to it as the Osirian league. Of course, many supernatural scholars doubt such an alliance could have been possible, but they would be wrong. Even after Osiris had been killed and Isis had retreated from her cult, the league managed to work together under Horus many times, pooling their forces to thwart Set and the minions of Izfet. That the main focus of Horus hatred was his Vampiric uncle Set, and that many of the leagues members shared an abhorrence of the undead, meant that any cracks that appeared in the alliance appeared around the vampires. With Set's victory over the direct Childer of Osiris and the retreat of his undead cult (see children of Osiris) from the front line, Horus new league underwent a renewed period of unity. Eventually however, Set was triumphant. He evicted the Silent striders from Khem, he corrupted the Pharaohs and Horus left his homeland for places new. The strength of the Osirian league was shattered and even though it still exists in the modern era as a handful of non reborn allies of the Shemsu-Heru, it is nothing in comparison to its glory days.

The voices of Ikhnaton (1353 BC to 8th century BC) During the 18th dynasty, Set achieved a seemingly minor victory over the mortal kings of Egypt which went on to destroy the noble lineage entirely. Through various means he promoted Amenhotep IV to the throne and encouraged him to force his henotheistic beliefs on the nation. He changed his name to Akhenaten (effective spirit of Aten) and raised

the importance of the sun disc Aten above all other deities. Akhenaten, often mistakenly referred to as a monotheist, was soon overthrown by his people and the true religion of Khem reasserted, but the odd ideas the madman had taught (aided by set's mind twisting skills) took hold with a few loyalists. Though the religion was abandoned by the mortals, a few awakened and long lived individuals held on to the principles of Ikhnaton and formed a craft in his name. For approximately 500 years the Voices of Ikhnaton operated on the edges of the Osirian League, keen to battle Apophis at every opportunity but less than comfortable with the credo and the religion of the larger membership. Despite their differences with the core of the league, the voices covered their names in glory in several bitter encounters with the Followers of Set. Eventually their idea of henotheism was replaced by monotheism and the Voices of Ikhnaton allied themselves with the Tzadikim until the last members of the inner circle were slain by a Bane Mummy sometime in the 8th century BC, leaving only new converts who were subsumed by the evolving Messianic Voices (Celestial chorus). That much of their Dogma had once been the delusions of a madman inspired by the machinations of a dark god was lost in transition, as was the previous alliance with the Osirian league or indeed even the awareness that the reborn existed.

Those who serve the Tzadikim Mogen Ha Chav [see World of Darkness: Sorcerer 1st edition pp 48] The shield of the 36 are an Orthodox Jewish cult of kabbalistic Sorcerers dedicated to the uncovering the identity and location of the Tzadikim. The Cheyot faction of the Tzadikim dynasty have long manipulated the cult without ever revealing the truth about themselves or anything else about the supernatural world.

Every few decades one of the Reborn allows himself to be 'discovered' by the Mogen Ha Chav, subtly revealing just enough about his current incarnation to guide the sorcerers towards the Dynasties goals. In turn, the Mogen Ha Chav work through agents and paid employees, directing them from the cults modern day centre in New York. Reliant mostly on divination and the retranslation of ancient texts, the noticeably male membership are cautious but single minded in all things. There is no denying that the cult has, in the past, used some extreme tactics but then they fully believe that they are protecting the individuals whose continued righteous existence secures creation.

Those who study the Xianren The Quanshen Dao (Kuanhsien Tao) The central school of Northern Taoism and often referred to as the complete perfection or complete realisation, the Quanshen Dao [lit. The Way of the immortals] are a Taoist sect dedicated to the eight Immortals of Taoist myth. Begun under the Southern Song dynasty and supported by the Mongol rulers of the Yuan dynasty the Complete Realization sect is the only "reformed" Taoist movement to survive through the 20th century. The Kuanhsien Tao emphasized the integration of the teachings of Confucianism, Buddhism, and Taoism and the practice of inner alchemy. Their art and praise of the Immortals can be seen in tombs and palace walls across China. The sect is a monastic and meditative tradition whose masters teach mutual respect for the traditions of Chan Buddhism and NeoConfucianism and individual, spiritual, and moral discipline as opposed to liturgical, ritual, or philosophical concerns. Small temples and rarely visited monasteries of the Quanshen Dao often fulfil roles similar tot eh veil of Isis in the west. They watch over the Immortal's Khat and guard his possessions while he is dead, making sacrifices to the Ka to help encourage the Immortal back to life. While alive the Xianren can expect little in the

way of martial or monetary support, but he can always get a hot meal and a soft bed if he needs it.

The Khara Kam The Khara Kam or Black Shamans are not evil, they simply practice magic focussed on Death and the shadow world. They are Shaman who deal with the Underworld and Wraiths as opposed to the Ak Kam or White Shaman who deal with the Spirit Umbra and the Umbrood. The Khara Kam are able to take the Dolbor (Underworld journey) into the Shadowlands by ways of a ritual taught to them by Erlik Khan. This they do in order to battle and retrieve wayward tormented Spirits of individuals suffering from various forms of affliction in order that they might heal them. They also cross the shroud to find lost Souls of Suicides in order to guide them out of their self-made Hells. It seems clear that the Khara Kam have inherited the skills of the Mages who first created the Xianren and they can still bring a man back from the Dead by means of their journeying to Tengri (heaven) to retrieve the Kut (soul), otherwise one would have an automated body possessed by another 'Spirit'. (see Appendix) Though Erlik was the supreme God of the Underworld, he rarely caused evil, which is primarily the province of the all too Human. He did however teach the Khara Kam how to dispose of their material bodies by cremation after their demise to prevent evil spirits gaining a corpse to inhabit in the living world. Malicious Spirits (Kermeses) of the deceased who had indulged in evil activities while alive dwelled in the Underworld and the Khara Kam learned to put them to flight. The Khara Kam made sacrifices to Erlik in ancient times which were conducted at night, by slaughtering domestic animals with some defect (a broken horn, lameness, etc), as it was believed that the invisible Underworld contrasted with the visible one, where humans dwelt wherefore everything was in reverse of mirrored reflection. Even today these Shaman make offerings of broken knives, bent coins,

torn silks, food bones (but they have to be complete) and the like to him by burying them in the ground at night at a secret place whose surface is then sprinkled with Vodka in counter-clockwise spiral motion and set alight. A ritual can be conducted prior to said offerings whence one creates an image upon which is drawn a Snake, Black Bear or a Black Horse along with Sigils encapsulating ones desire so as to avert some calamity or otherwise of intent such as to win one of his Daughters. The Khara Kam often paid homage to Erlik Khan in order to gain the attention of the Syvén, Erlik Khan's daughters. These Immortals could visit them in dreams to grant them wisdom or teach them spells such as the Dolbor, usually taking payment in sexual congress, or they could manifest and give the Shaman direct help (or pleasure) in the mortal realm.

Rénxian Rénxian (human Immortals) are occultists, sorcerers and enlightened individuals who have managed to escape the reaper and their destined time of death through hedge magic and trickery. The majority of them live lives extended by only a decade or two, existing in quiet places with the constant fear of Heavens punishment. Eventually all of them are rediscovered by the Heavenly Ministers and most are simply ushered on to their original fate. Those whom Heaven considers to be worth the risk are offered a position as celestial peace keepers. These conscripts often seek out or are handed over to the Xianren becoming agents and allies of the Immortals and their servitude can be pleasant or harsh depending on the age and the Immortals they follow.

Those who suffer alongside the Xibalba The Balamob [World of Darkness: sorcerer 1st edition pp 26 -30]

The animal shamen sorcerers of the Balamob are a loose knit cult founded by the Hero twins Hunahpu and Xbalanque, the first two Xibalba Immortals. Taught of the existence of the spirit realms and the energies they posses by these pair when they returned from Xibalba, the Balamob went on to become the mortal priests and magicians of the Mayan culture. Drawing their power and their faith from the Umbral realms and from their link with totem spirits they have a chequred past to match that of the Mayan peoples amongst whom they first held power. Often used and patronised by the Xibalba, the Balamob have been said to be the Yang to the Immortals yin, the echo of the spirit Umbra that mirrors the Xibalba attachment to the dark Umbra. The remains of the Balamob cult has little coherence and no formal structure and so it is impossible to claim that they are allied with the Xibalba, but individual alliances are frequent. Both groups are built around solitary warrior

priests with a dedication to the community and to the spirit worlds, and those similarities make for comfortable working relationships. The Balamob revere the reborn as their founding tutors, and also as living avatars of the Spirit worlds, and even in the cults darkest days, they strove to aid the reborn at every opportunity. The Xibalba often see the Balamob as 'their' priesthood, sometimes comparing them to the Cult of Isis when the pissing contests with the Shemsu-Heru get too heated. Several Xibalba were Balamob sorcerers in their first life and it is fair to say that without access to the Immortals memories and guidance, the Balamob cult would never has survived so long in the face of Monotheistic onslaughts. In the modern age the Xibalba believe the Balamob can be shaped into a focus for the reclaiming of Mesoamerica's spiritual and national heritage.

Chapter 2 the Ogdoad

The Ogdoad The 8 Dynasties of the Undying Dynasty (Society) There is more than one breed of Immortal in the World of Darkness, because there is more than one culture seeking to endow its heroes with immortality in the battle against Oblivion. There are many roads to the Great Rite but only one final destination, the variant Spells of Life all create an Immortal who is almost identical in nature and capabilities. The magick of the Great rite that transforms a mundane mortal human being into an Immortal is called the Spell of Life, even though it not always a recognisable Spell in the traditional sense. It is however, always a process of personal, Spiritual and physical Alchemy which forever alters the recipient in the same way. The Egyptian reborn called their Societies Dynasties in an act of snobbery, because each has an age and a lineage. The Shemsu-Heru Were the first Dynasty, the true Undying created by and for the Gods to wage a Holy war against Apophis. Then came the turncoats of the Ishmaelites, the second dynasty, created by a desire for freedom and selfdetermination. The third dynasty were the Tzadikim, a political union of Ishmaelites and finally came the bastard thieves of Immortality, the fourth Dynasty of the Cabiri. When the Undying of the Spell of Life became aware of other Immortals from other lands, they naturally fell into calling them Dynasties (or foreign Dynasties, bastard dynasties etc). These Foreign Dynasties certainly do not believe that the Shemsu-Heru are the pinnacle of any Immortal pyramid or in any way better than them, if they consider the Egyptians at all. When the Cabiri undertook their quest to quantify and understand the eternal life of the reborn they distinguished between those created by the original Spell of Life as devised by Isis (Shemsu-Heru, Ishmaelites, Cabiri and Tzadikim) with the word Athanatos (meaning undead / immortal) and those created by

variations (Crochan Geni, Oboli, Xianren, Xibalba) by use of the word heteros (meaning ‘other). Athanatos

Heteros

Ishmaelites

Xianrén

Tzadikim

Oboli

Cabiri

Xibalba

Shemsu-Heru Crochan Geni As with other Ogdoad, or groups of 8, the Dynasties are divided into two groups of 4 giving a male set and a female set. Thus Immortal culture has its own dualistic philosophy with the dominant, active Athanatos and the mysterious, spiritual Heteros. The original Ogdoad Athanatos Heteros of Khem Huh Hauhet: eternity or infinite space

Ishmaelites Xianrén

Kuk & Kauket: the Darkness

Tzadikim

Oboli

Amun & Amunet: the hidden one (air / invisibility)

Cabiri

Xibalba

Nu & Naunet: the primordial waters

ShemsuHeru

Crochan Geni

The rest of Immortal society have adopted these names and the philosophy behind them, using them as their own. Over the centuries, as the various Dynasties came into more and more contact (and conflict) the lexicon of the Cabiri came to be used as the common terminology of all Immortals. Almost all written records and book keeping among the Reborn is recording with the Greek pronunciations and

phrases and though some with a strong sense of national pride insist on using their own terminology, most accept the familiar language at least when dealing with Immortals from other dynasties. This book follows their lead

and uses mostly the common words and phrases to describe the multi national, multi lingual (and indeed multi historical) society of the undying.

Cabiri The Cabiri inherited Immortality from an Ishmaelite named Cabirus between the sixth century BC and the 15th century AD. They earned their place among the Dynasties by recording and organising the lore of the reborn, helping the various Dynasties communicate and cooperate. Most Cabiri are Greek or European nationalities, and their society owes its traditions to the classical world and the Mystery Cults rather than the echoes of Ancient Egypt.

Crochan Geni The Immortals of Northern Europe share a warrior led society and a hunger for glory having paid for Immortality with their own sacrifice. They are the blessed dead who gave of themselves for the good of the people and whose suffering after death is eventually rewarded in a paradise Realm of the Underworld. Although mostly hailing from Celtic and Norse cultures, there are Bog Mummies from the length and breadth of Europe.

Ishmaelites Named for the first of the Shemsu-Heru to turn away from Horus and his never ending thirst for vengeance, the Ishmaelites are individuals Self-sufficient Immortals created by the Cult of Isis who walk a path other than the Wat Hor. They share the Egyptian trappings and first lives of the Shemsu-Heru but have forged a culture and a Dynasty of their own.

Oboli Since Isis first perfected the spell of life in the heady days of the mythic age there have been mummys who became immortal simply because they could pay for it. They are called the Oboli! Usually these reborn are self-made men and powerful women, mortals with a knack for getting what they want from others. Whether they use riches or personality, they come to their last breath with a plan for rebirth and the resources to initiate it but they pay a great price for eternity!

Shemsu-Heru There has to be a first, and among Immortals that honour is accorded to the Shemsu-Heru, the friends of Horus. Created by Isis and her sister, originally to follow and serve her son Horus, they are the oldest undying in the world. The original Immortals of Khem, the land of Black sand and pyramids. Bound together by their shared culture and the tenets of the Wat Hor they continue to work towards Horus twin goals: vengeance against Set and the defeat of Apophis.

Tzadikim The Tzadikim (Righteous or Saintly people) are the Immortals whose roots are scattered across the Levant and the Arabian Peninsula. They maintain a sense of purpose and direction matched only by the Shemsu-Heru even while they are internally split over the nuances of their divinely ordained function. Whatever the human interpretation of righteous man, the reborn of this Dynasty believe they are immortal in order to preserve creations. They have taken the war against Izfet to its ultimate level and battle its effects on all levels in an attempt to preserve the world from destruction.

Xiānrén A Xiānrén is an Immortal of the Asian lands whose Immortality is an eternal balance between the paradise of the Earthly Middle-Kingdom and the Horrors of the Yin realm. The word, Xiānrén, means simply an ‘immortal person’ or a ‘transcendent'. It also reveals thier independent nature and the alchemical methods used in achieving thier undying state for it can also mean saint, alchemist, one who seeks the elixir of life, wizard, magician, or shaman. They have been known to hail from countless races and civilizations in the East from India to Japan, Mongolia to Taiwan.

Xibalba The Xibalba are the reborn of Mesoamerica, The blessed ancestors who act as Emissaries between the spirits and the living world. Some believe they are chosen by their gods to maintain the order of their world, as guardians of the ancient traditions and protectors of their own descendents. Others believe they are Gods themselves, trapped for a time in mortal flesh and released with each death they experience.

Cabiri Keepers of the Sebayet QUOTE: I have seen the world for all its wonders and all its horrors, and still I do not understand my own existence. But exist I do, and I shall yet find purpose to my endless life - which must be something greater than the religious crusade of a six-thousand year old tyrant with a family name to uphold.

Description The Cabiri are the lesser stepchildren of the Spell of Life, created from the secret writings of a young Ishmaelite named Cabirus who left the lands of Khem and travelled to Greece sometime in the so called 'Greek dark ages'. He traded the Spell of Life to a mortal Mage who distributed copies which in turn led to the creation of a new cell of Immortals. A Dynasty of philosophers and scholars according to many Immortals, or spies and thieves according to others, the Cabiri straddle the fence on many issues. They expanded and improved upon the Sebayet, collecting legends and facts until their lexicon became the standard. These Cabiri, as they were named by the Shemsu-Heru, are mostly of Southern European or Northern African nationalities, and their society owes its traditions to the classical world of Greece and Rome and the Mystery Cults of the Mediterranean, to the filtered echoes of Ancient Egypt rather than to its direct influence. They remain the victims of bad feeling from many of the other Dynasties. The warlike Immortals of the Crochan Geni and the Xibalba look down upon the Cabiri as impotent or cowardly, while the Shemsu-Heru and the Tzadikim disdain them as bastards of the sacred rite. The first Immortal created from the secret writings of Cabirus, known simply by the honorific 'Orpheus', was created somewhere on the Aegean coast in the Hellenistic kingdom of Thrace. From here the Society spread slowly along the shores of the Mediterranean and into the rest of Europe.

The reborn of the Cabiri Dynasty could well have remained on the lowest rung of Immortal society, forever shunned by the Shemsu-Heru and others, but their self-appointed role as archivists led to unification and turned all of that around. As the other Dynasties discovered each other, often through contact with the apolitical Ishmaelites, it was the Cabiri who forged the lines of communication and they won the respect of the larger family of mummy's at this time, circumventing the pariah status foisted upon them by the Dynasties of Egypt. Where the Shemsu-Heru felt Immortality was their divine right and its secrets theirs alone to know, the Cabiri had uncovered many mysteries and were eager to share. In fact it is the gathering of knowledge and using it to their advantage which truly defines the Cabiri. Respect is won and lost depending on mysteries and facts uncovered and they believe that the study of these mysteries will eventually turn the tide in the battle against Oblivion. Unlike the Shemsu-Heru, the Cabiri were not raised on the ideas of an exclusive afterlife reserved only for the nobility, they retain a more egalitarian approach to immortality. Although there is a period of overlap, the cult of Isis 'officially' stopped creating immortals long before the Mages of Greece ever began and that reality has had a dramatic effect on where the Cabiri fit into Undying culture. The Cabiri are the youngest of the immortal Dynasties (or where at least the last to find their place in Immortal society) and are, in general, more open to new ideas and new

experiences than the other reborn. They lived through the changing politics and social orders of the classical world and for many of the Cabiri, ideas like democracy and social mobility can seem a real possibility. On the down side, they come from cultures and spiritual paths with a lower opinion of women (and other lesser citizens) as a whole than the others and sexual equality is a rare philosophy for the majority of the Dynasty. Magic The Magic of the Cabiri is strongly influenced by the philosophy of self discovery and the deciphering of various mysteries and coded

texts. Rituals and plays that repeat import allegorical stories feature strongly in their rituals and the Hermetic nature of Khem's magical theory is evident in their methods. Paths of Enlightenment The Cabiri favour the path of Ma'at, which they know as the path of Dikaiosyne (Righteousness). They also maintain a path of Cosmos, but not all of them agree with its impersonal philosophy and the Path of Humanity is equally well represented among the Cabiri. Fallen members of the Cabiri follow the path of Adikia (Injustice).

STEREOTYPES Crochan Geni: "There is nothing noble in the way of the berserker, little of merit in boasts and coarse humour" Ishmaelites: "While we respect their individuality which gave birth to us, we prefer the unity and order of our path" Obolus: "Midas bought only sorrow with his gold, I think that tale holds a moral for the Oboli!" Shemsu-Heru: "I await, as patiently as I am able, the day when they fall from their high horse and are forced to acknowledge us!" Tzadikim: "Such hope, such wisdom, lost to them now because of one upstart cult." Xibalba: "They have tasted defeat in the lands of the living, but turned those harsh lessons against the thralls of Oblivion in the lands of the dead." Xianren: "Self reliance is a worthy trait in hardship, but why cling to it when surrounded by allies?"

Crochan Geni The Cauldron Born QUOTE: I understand the cost of this war all too well little tomb dweller, my life and my passage to the Summerlands was given in payment to the Gods. Every head I take is stacked in the halls of those Gods and paid as a blood price for my crimes.

Description: The creation of the Crochan Geni dates from a time when Europe's tribes looked upon rivers, lakes and swamps as portals to the supernatural world. Here Iron Age peoples sacrificed loved ones and even the anointed and powerful, to win the gods' favour. As a sign of reverence they also spilled the blood of the cursed, outcasts, criminals and defeated foes as tribute to the Otherworld. Those who went into the water gave something to the society that sacrificed them, the act bringing prosperity and good fortune to the many. Such acts created a resonance in the shadowy afterlife, created ripples in the tempest, and those who were exposed to the Spell of Life before being sacrificed to the waters found they could return to their bodies and live again and again as Immortals. They are the Cauldron Born, given eternal life by the watery womb of the Goddess, the chalice of rebirth. Each and every Crochan Geni remains aware of the need for atonement. They are making restitution for their own crimes or the crimes of others, for their own imperfections or for the failures of their tribe. They expect pain, suffering and eventually, their own doom, and they grow content with that fate over the millennia. They were chosen for sacrifice for a reason and their death was half of a deal with the otherworld. At the core of the Dynasty is the acceptance of this fact, the willingness to give their lives in sacrifice for others. The primal Mages of these lands were driven close to destruction by invading faiths and no Crochan Geni have been created since that

time. But for the time that it was employed, Immortals from a multitude of backgrounds found their way into the ranks of the Dynasty. Britons, Celts, Angle's, Norsemen and Franks rub shoulders and start bar brawls with Picts, Hun's, Saxons and Visigoth's. The myths and the Hekau spells have been recorded in Ogham, Pictish, Futhrak, Latin and English. From the moment they are reborn, the Crochan Geni are spoiling for conflict and challenge. Without guidance they would throw themselves immediately at the nearest Wyrmspawn and be lost to the cause. They need to relearn the joys of life and how to deal with their hunger for atonement, lessons which often cement friendships among other Dynasties and lead to lifelong alliances. Guiding a Crochan Geni to a path of balance can restore an Immortal's virtues. The Crochan Geni are warriors first and all else second, whether they be martial types with swords or poets who inspire armies, it is the act of battle that defines the dynasty as a whole. But the torment of the Crochan Geni is to know that the battle for existence will be the only continuous thread in their long immortal existence. All Cauldron Born believe in and prepare for Ragnarok: the great war against the forces of Oblivion - the result of which will decide the future of all life. Beyond this, the Crochan Geni dynasty is barely a dynasty at all in the cultural sense. Rather it is a collection of varied immortals with different terminology, society and philosophy who share a common creation method and hold uneasy alliances with one another in the face of greater dangers. Though each can recognise certain similarities in their

brethren, similar Gods and Goddesses and a shared understanding of the Otherworld, there are still many differences to be overcome. These Crochan Geni are an emotional breed, quick to anger and long to hold grudges. Something about the alchemy of their watery rebirth brands them with the same inconsistent emotions of that element, even if they were peaceable in their mortal lives, they return with fire and passion. Violence and disagreement are the constants among the Immortals of Northern Europe, and it marks everything from their Hekau to their songs. In the modern world a Crochan Geni not engaged in wars or criminal endeavours often gravitates towards other forms of frenetic activity such as Rock bands or dangerous sports. They encourage others to take risks, get a tattoo, steal a policeman's hat and maybe take up arms against Pentex on the way home from the pub.

Magic Magic among the Crochan Geni takes a second seat to martial prowess and direct confrontation. Hekau (called Seid by the cauldron born) is generally seen as a less than suitable tactic if force of arms and bravery can be used in its stead, and so the Dynasty has made far fewer additions to the lists of spells than other Immortals. Seid is traditionally the domain of Women and male Crochan Geni steer clear of Alchemy, Celestial and Necromancy which they consider to be 'spells' and rituals'. They are however more than happy with the noble art of fashioning Amulets and Ushabti but prefer to use Nomenclature hidden within Galdr (songs and chants) as a means to cast magic. Paths of Enlightenment The Crochan Geni follow the Path of Humanity and the Path of Orlog in roughly equal numbers. Some follow the Path of Balance, finding in it a counterweight to their own impending doom.

STEREOTYPES Cabiri: "Scholars and philosophers, but every army needs its thinkers. The Cabiri know more about our eternal state than any of us." Ishmaelites: "I can respect a man who forges his own path, but they are just as capable of choosing the wrong path as the right one!" Obolus: "To capitalise on opportunity is the sign of a quick mind, but do not expect to be admired for doing so with something as sacred as Immortality." Shemsu-Heru: "Those who claim to be the first immortals have forgotten that Ginnungagap has many soldiers besides the Vampires of their own homeland!" Tzadikim: "The worthy ones don't seem all that special to me. Still, their people kept us rich during the Viking age and if I need to sell some slaves …" Xibalba: "Worthy warriors who can teach us much about the spirit world. They're also a good bunch to go watch a game of Football with." Xianren: "Our Asian brethren are a curious lot, too serene and quiet for my liking."

The Ishmaelites Those who walk alone QUOTE: "The metaphor of the Feather of truth balancing one's heart, where we once believed the consciousness to reside, is a clear and direct lesson to us all. We must each find our way to Ma'at alone, and we are all our own judges when the day comes. Let no other tell you they sit above you, it is you alone who knows your worth!"

Description Named after Ishmael; right hand of Horus and the first of the Shemsu-Heru to turn away from him, the Ishmaelites are Immortals who stride their own course. The eldest of them share the Egyptian trappings and first lives of the Shemsu-Heru, in fact many of them were created as Shemsu-Heru, but they turned away from their companions and have forged a culture and a Dynasty of their own. For their own varied reasons others chose to follow Ishmael into the desert and beyond the scope of the pharaoh's domain. They migrated into Africa, across the Mediterranean and into the Middle East, reaching Mesopotamia and beyond. In passing several of them passed a copy of the Spell of Life to local Mages and gave birth to new Dynasties. Though the Dynasty kept Egypt in its memory and its heart as the fondly remembered homeland, its far wandering members survived the purges and conflicts that might otherwise have brought them low by making a second home in the Dark Continent. Those who are counted as being under the Ishmaelite umbrella began to set up kingdoms and domains in Sheeba, Kush (Nubia) and Ethiopia, creating more Immortals from among the Bantu, Nok, Aksumites, Garamantian and other peoples they came into contact with. Crossing the once fertile plains that had begun to become the Sahara desert they spread across the African continent and in a matter of centuries had established an Ishmaelite 'promised land'. Of course, as Horus and his kind left Egypt, many Ishmaelites chose to return to the lands of their birth and filled the vacuum their former pharaoh had left.

The friction between the parent dynasty and its offspring has never erupted into violence or assassination, as much as they despise each other and are prone to verbal assaults, both are aware of which side of the war they are on. Ishmaelites and Shemsu-Heru can and do work together, they can even become friends on an individual basis and within the Het, but ideologically they will never see eye to eye. What broad statements can be made about the Ishmaelites are rare, given how diverse its membership has become over the years. Freedom to explore Immortality, morality and the paths to enlightenment is a central tenet embraced by the first turncoats and taught fiercely to all those they helped create. A constant curiosity is also present for the majority of the dynasty, driving them to wander and to seek out new experiences and new answers to old challenges. The Sebayet, the collected writings of the Shemsu-Heru, claims that Ishmael was as shifting as the desert sands, ever moving like the Nile, and they draw parallels to a similar tendency among his followers. The Dynasty itself maintains that eternal life leads to ennui, and stagnation is one of the greatest enemies for any immortal. The Ishmaelites teach several tried and tested methods to deny this curse, extolling change, personal transformation and even embracing chaos as much as it does Ma'at and tradition. For the members of this Dynasty a single-minded dedication to Ma'at alone is as dangerous as any other obsession and so the Ishmaelites seek to avoid any slavish chains. The concept of change and evolution is maintained by the Dynasties personality, and they avoid what they believe is the greatest

failing of Immortality - the hidebound stagnation of the Shemsu-Heru, still tied to a single visionary leader. Immortals who have gained power or wisdom influence their fellows precisely because of those achievements, and they only do so for as long as their methods continue to prove effective. Ishmaelites are individuals and rebels, visionaries willing to come together to fight Izfet, to defend another's rights or simply to explore the possibilities of eternal life. They take what wisdom and guidance they can from anyone they meet but never doubt that they are capable of surpassing their teachers and heroes in time, the one resource all immortals share. Magic Although the Ishmaelites practices of the magical arts mostly resemble those of the Egyptian Immortals, the Dynasty has adopted some of the practices and trappings of the African continent. They can often be seen using fetishes instead of hieroglyphs and war dances instead of amulets. The Ishmaelite use of Hekau can arguably be described as more animistic and primal in flavour even if the end result of the spells is identical. Nomenclature that allows the Immortal to transform into an animal or natural phenomena is popular, as

are body modifications created with the path of Amulets. Paths of Enlightenment Ishmaelites are a varied group and almost all of the Paths of Enlightenment are practiced by one member or another at some time or another. As far as stereotypes are able to ascertain, Humanity, Ma'at and Balance are popular. The Ishmaelites also practice a unique path called the path of change. In the end, all Immortals are judged alone and so, the Ishmaelite creed maintains, they should walk their own path. This leads to even more bad feeling between the Ishmaelites and their loyal Shemsu-Heru brethren who see such arrogance as proof that the turncoats no longer walk a path that could stand up to scrutiny. Such commentators often fail to recognise the strict judgements the Ishmaelites inflict upon themselves and how few of them can manage to survive unless they remain their own harshest critic. In the end an Immortal who remains true to his path's teachings through fear of punishment is no different to one who climbs to the same moral high ground because their own sense of honour demands it. Both act the same way and both are equally placed on the barometer of sin and virtue.

STEREOTYPES Cabiri: "We do not see ourselves as teachers, and yet we have given birth to something rather wonderful and wise." Crochan Geni: " All life came from the infinite waters, but the cauldron born are more attuned to its ebb and flow than others. " Obolus: "One cannot help but admire the balls it took these Immortals to steal immortality!" Shemsu-Heru: "How better to waste the gift of eternal life than by championing stagnation?" Tzadikim: "What can we say? We can only apologise so many times." Xibalba: "Personally I believe we have more to do with the creation of the Xibalba than accepted wisdom would have you believe." Xianren: "If there is any Dynasty we feel affinity with it is these guys, their quests for enlightenment are worthy of our respect."

Oboli Those who bought Eternity QUOTE: "Time is the coin of your life. It is the only coin you have, and only you can determine how it will be spent." - Carl Sandburg

Description That the spell of life exists in one form or another in the afterlife is undeniable. That the secret of rebirth is well protected, intended by Isis as a gift for worthy heroes is also true, but everybody has a price and that is just as true of the restless dead as it is among the living. Those who were buried with vast riches were able to barter for the spell in the short time before their souls became impossible to reunite. Some even managed to bribe mages in the living lands, and were given the great rite behind the Dynasties backs. Because of their alterations to the great rite, helping others achieve Immortality became a matter of commerce in the underworld, and led to a black market among the dead. Those who were successful grew into a Dynasty and were named Oboli by the Cabiri after 'Charon's Obol', the coin placed with the dead so that they might pay for their journey across the river of death. An Ishmaelite who had been a slave in life and who was driven by desire for equality and selfdetermination laboured to transform this practice into a way for individuals to conduct the great rite alone. Together with a cult of mages he learned to enact the Spell with the energies of the underworld itself. However the original goal was not completely achieved and the Oboli were not free. Those who sought Immortality without the Veil of Isis or a similar priesthood were at the mercy of the Dead and often had to promise servitude or pay dearly for the aide they required. The Dead wanted something of the living world in payment for their services, whether that be relic wealth or servitude, and the Oboli had no choice but to

pay it to satisfy the balance of the Spells magic. The Oboli are usually self-made men and powerful women, mortals with a knack for getting what they want from others. Whether they use riches or personality, they come to their last breath with a plan for rebirth and the assets to initiate it! That being said, the willingness of the Dynasty to accept none traditional members means it has become the catch all culture for the reborn, taking in those even the Ishmaelites shun. In truth almost all Immortals created by Ishmaelites who did not become members of other Dynasties have gravitated to the Oboli. The Oboli are greatly concerned with wealth, power and commerce as a natural side effect of their philosophy and the road they take to immortality. They keep track of their debts to one another and to others, they seek secular strength before spiritual enlightenment. This natural inclination doesn't mean they are all greedy, however, many prefer to see themselves as the realists and the practically minded of the Immortal nations or at least as those who bankroll the war against Oblivion. The Oboli believe that all members of their Dynasty are slaves, whether because of their ignoble births or because of the debts they agreed to in order to become Immortal. At the deepest level the dynasty uses phrases and symbology that echoes this belief and their tombs are often littered with chains and locks. In the modern age, the Oboli are able to function as a dynasty because of its multitude of contacts and its varied resources. They have offered banking and financial services to the most established Dynasties and bartered

that for a degree of (grudging) respect. The power and control the Dynasty has gathered in both the lands of the living and the lands of the dead far outweigh their limited and rather small membership. From merchant houses to tomb robbers, Wraith slaver traders to modern business magnates, the Oboli are the corporate and mercantile masters of Immortal society. Magic The Oboli have a preference for the Paths which create physical objects and excel in the

creation of Amulets. They also seem adapt in the path of Ushabti with its focus on protection of their holdings and the creation of unpaid minions. Paths of Enlightenment As with so many things, the Oboli learned the paths of enlightenment just as they are taught by the majority of the Immortals. The cult of Zalmoxis (see camps) prefers the path of Liberty or even the Wat hor, while others in the Dynasty choose paths that suit their individual morality.

STEREOTYPES Cabiri: "The great unifiers ought to receive more credit than they do, for without them we would never have been accepted at the high table." Crochan Geni: "We understand what it is to sacrifice for your immortality, perhaps more so than these barbarians care to admit." Ishmaelites: "Just as with the Cabiri, the Ishmaelites laid the ground work for our own dynasty. They are Oboli without our networking skills." Shemsu-Heru: "Arrogant, anachronistic and bloody annoying at times. But then which other Dynasty can claim to have carried the torch for so long, or to have made such a dent in the forces of Oblivion? " Tzadikim: "Worthy is as worthy does. If the bible thumpers stay out of the boardroom, I guess the money lenders can stay out of the temple." Xibalba: "All that gold, all that wealth, yet the Xibalba have never benefited from the natural resources of their homelands. I try to tell myself we would have fared better." Xianren: "The orient is an untapped market, philosophically, spiritually and of course financially. Let the priests befriend them and the bankers climb into bed with them!"

The Shemsu-Heru The Companions of Horus QUOTE: I am Immortal! Chosen by Isis herself as an exemplary warrior in the battle for creation. My heart has been weighed more times than you can imagine and never have I been found wanting. You cannot begin to grasp what I have given up in six millennia of constant conflict and only when you are as worthy as I will you have earned the right to pass judgement, and you have some way yet to go!

Description There has to be a first, and among Immortals that honour is accorded to the Shemsu-Heru, the friends or companions of Horus. Created by Isis and her sister to follow and serve her son Horus they are the oldest Immortals in the world. Bound together by their shared culture and the tenets of the Wat Hor they continue to work towards Horus twin goals: vengeance against Set and the defeat of Apophis. The history of the Shemsu-Heru is the History of the Reborn and it has been told many times. Their mission to dethrone and destroy Set has evolved into a quest to defeat the Vampires true master, Apophis - the maw of Oblivion. This war has waged for the last six millennia and has demanded a great deal of the Undying. Their devotion to Ma'at and to Horus is legendary, their code of honour austere, their unity impressive and their self-confidence not entirely undeserved. Because of these traits, and their age, the Shemsu-Heru are the de facto leaders of Immortal society. Having perfected many of the tactics and taught their lesser siblings the paths of Hekau they are simply revered, often grudgingly, due to their seniority. Many Reborn view the Shemsu-Heru as arrogant and unyielding, but they also recognise what the Dynasty has achieved and what it has allowed the younger Immortals to achieve. What many detractors see as the greatest flaw of the Shemsu-Heru, its strict devotion to Horus and its rigid code of behaviour is in truth its greatest strength. The Shemsu-Heru are order personified in rude determined health, they draw undisputed

strength from their knowledge of the 'right path'. History is the Dynasties ally as much as it is their shackle; they are the first Immortals and thus the oldest enemies of Izfet. Where other Dynasties struggle with tactics and dilemma, the Shemsu-Heru have already tried and perfected them. They have a unity and fraternity to be proud of, built on faith and experience. Their close and reliable network has been maintained down through the centuries and it can be called upon by any Immortal faithful to the Wat Hor for support, resources and guidance as well as for companionship. When confronted by a dilemma they can divine the correct reaction to any challenge from the governance of Horus and the expectations of Ma'at. The Shemsu-Heru are an army, or a special strike force, in the battle against Izfet. Much of their personality reflects their acceptance of this role, leading to a certain direct and focused nature. Horus himself is still very active, although most of his Dynasty wide rulings are heard from his inner circle rather than from the man himself. The Viziers of each geographical area report to the founder and receive orders from him in turn, ensuring that Horus and his cabinet have a direct effect on the war effort and on Immortal society itself. Houses Membership in the Het Alethia is almost unheard of for members of the Shemsu-Heru because at the core of the Dynasties belief system is the Wat Hor which they see as the ultimate arbiter of Integrity. In fact those few Shemsu-Heru who do haunt the edges of the

group usually do so in an attempt to co-opt the house into becoming a tool to spread the tenets of the Wat-Hor through Immortal society. Otherwise, the Shemsu-Heru have no preference for the remaining 8 houses and can be found equally represented in all of them.

Ma'at or the Wat Hor. In fact, all at least claim to follow one or the other sanctioned routes to enlightenments and keep any deviation a closely guarded secret. The Wahankh have begun to turn to the Path of balance in secret and it may, in years to come, gain prominence in the Dynasty if they ever step into the open.

Paths of Enlightenment Almost all Shemsu-Heru Follow the Path of

STEREOTYPES Cabiri: "They lack the dedication and the strength that those chosen by Isis have. This is why the great rite should only be performed on the anointed ones." Crochan Geni: "Criminals, sinners, the unclean and worse still, how can a Dynasty achieve anything with such ingredients" Ishmaelites: "The way of Horus demands a heavy toll and I cannot hate those who have been found less than capable. I can only wonder why Isis would have chosen them if their destiny was to fall short." Obolus: "If the accident of the Cabiri offends me, the act of theft that creates these bastards is like a dagger to my heart." Tzadikim: "While imitation is the sincerest form of flattery, the Tzadikim need to temper it with more respect and remember where they were begun." Xibalba: "There are many worthy men and women among the Xibalba and I believe they need only be shown the path of the Wat Hor to value its wisdom." Xianren: "We are all a mystery to ourselves, but our Oriental brothers abuse the privilege."

Tzadikim The Righteous Ones QUOTE: I have been a man of Elam and Akkad, a Sumerian, and a Babylonian, then a Persian, a Hebrew, a Hindu, a Christian, a Sufi, a Seikh, then a Muslim, I have seen my Dynasty hide behind many peoples and many faiths! Like the Twin Rivers of the Tigris and Euphrates are we, two immortal strains between which great things come to pass. While we endure, the world is safe.

Description Over the centuries Khem's borders ebbed and flowed as did the empire itself and it was inevitable that Immortals would come to exist outside of the Pharaohs domain. It is commonly believed that the first of these non Egyptian Immortals came together to found the Tzadikim, the Immortals whose roots are scattered across the Levant and the Arabian Peninsula, their sphere of influence stretching even to the Western territories of India. The Tzadikim are dedicated to embodying a virtuous life and maintaining the highest levels of morality. To them iniquity is the greatest tool of Oblivion, and righteousness the greatest weapon against it. Taking their name from the Talmudic tradition of righteous or saintly people for whose sake God does not destroy the world the Tzadikim maintain a sense of purpose and a belief in their divinely ordained function. The reborn of this Dynasty believe that they remain immortal in order to preserve creation, to work actively and through example to combat the destructive forces of an imperfect world. These first of the Dynasty developed a sense of pride in being chosen by the Goddess Isis or her cult and they strove to live up to the accolade. Through history the Tzadikim continued to look for those whose nature was worthy or special and preserved their souls for eternity. Once immortal, such great men and women were charged with standing as the last Aegis against the darkness, the last Bastion of Orders. At times the meek have been lauded over the powerful and the Tzadikim dynasty includes beggars and kings and everything in-

between. Certainly in the eyes of the Tzadikim themselves, the gift and burden of immortality are not given lightly. Despite their modern day domination by the religions of the Book, the oldest members of the Dynasty come from tribes such as the Sea peoples and the Canaanites and remember the Gods which predate even the earliest Judeo-Christian Mythology. Through the first Millennium BCE the Tzadikim clashed with the monsters of Babylon and Canaan, Persia and Assyria, expanding their powerbase and their magical spells. They explored the Shadowlands and established shadow realms while internal faith wars continued to hamper them from within. Eventually the various schisms polarized into two distinct camps, the renown and the Chayot, who slowly learned to work together in tentative peace (a peace often broken and re-patched over the centuries). Although the Christian faith spread west with the Roman empire, the Tzadikim remained focused in the Middle East. After the fall of the Empire and the so called Dark Age which followed, the Tzadikim looked inward still at the growth of art and science in their own lands. It was not until the middle ages that the Tzadikim began tentatively to explore the Western Church as a tool of their Dynasty, by which time it was far too rotten with other supernaturals. The Tzadikim supposedly choose the recipients for their great rite because of their moral superiority and worthiness, and they are expected to continue to act as a glowing example throughout the millions of years. He

or she receives strict training before the great rite and is held to a higher standard after it has been enacted. This leads the Tzadikim to become stalwart paragons of virtue at best, and egotistical snobs at worst - although most are something in-between. A mixture of manners and wits make the Tzadikim good ambassadors and teachers, as well as ideal infiltrators. They prefer to guide or manipulate others rather than to command or lead them, and few among the Dynasty consider themselves warriors or soldiers even those who remember the fates of Jericho and Jezebel first hand. Magic The magic of the Tzadikim is the magic of their Egyptian peers. The path of Nomenclature has always held a special fascination for the mystics of the Dynasty and some believe that

it is a weak echo of Gods own power of the word. Although they have gathered new spells and new rituals from the mages and sorcerers of Babylon and Arabia, the core tenets are the same. The Tzadikim excel however with their mastery of Ushabti, standing head and shoulders above their former teachers. The Tzadikim Golems are creations of legend and awe, while their temples have inspired millions. Paths of Enlightenment Tzadikim believe in personal accountability and in reaching for perfection and as such many of them follow the Path of Ma'at or even the path of Dikaiosyne over Humanity or Balance. Devout Tzadikim follow exclusive paths such as the Path of the Wali and the path of Fanna in relatively small numbers, but those who do adhere to such strict paths are afforded a great deal of respect.

STEREOTYPES Cabiri: "Democracy and other abominations unto the lord are the bread and butter of these idolatrous scribes, how far from righteousness they are I shudder to think." Crochan Geni: "Pagans and primitives always seeking to throw themselves into the adversaries ever devouring maw." Ishmaelites: "Historically we are the children of Ishmael too, but we have made something of that status and have forged our own destiny." Obolus: "The Chayot have a saying about rich men, camels and the eye of a needle. I think the Oboli prove that to be as much nonsense as anything else they say." Shemsu-Heru: "Those from whom we took so much, both freely given and stolen, we have left them behind in so many way." Xibalba: "They blame mother church for the destruction of their civilization but in truth their own iniquity and lust for violence is what brought them low." Xianren: "They border the roof of the world to the east as we do to the West, but the gulf between us is as vast as the mind of God!"

Xianrén Immortals of the Middle Kingdom QUOTE: "I am the quiet flame atop the mountain, I serve to light the way for others yet I am still in awe of the sun in the heavens."

Description The Xianrén are the Immortal's of the Asian lands created with a variant of the great rite, a Spell of Life which calls upon the philosophy of Alchemy, the dry elements of the deserts and acts of aesthetic shamanism. Immortals of the Xianrén Dynasty have been known to hail from countless races and civilizations in the East, their path to immortality begun by Shaman of the steppes but brought to final fruition by the proto-Alchemists of China. The guiding philosophy that unites the disparate Asian Immortals is the search for ultimate truth. Understanding that creation can be distilled to the basic forces in nature: the complementary agents of yin (dark, cold, female, negative) and yang (light, hot, male, positive) and the Five Elements or Five Phases (water, fire, wood, metal, and earth) they explore the Universe in exacting detail. The Xianren insist that when viewed in this critical and fundamental way, the truth is revealed and the correct path made clear. That those blessed with Immortality have a duty which is self evident to the Dynasty as a whole, they believe that the extra time granted to them by Heaven should be used in the pursuit of magic, medicine and insight for the betterment of the world. They strive to exorcise destructive spirits, to heal what is broken and to gain wisdom through divination and ecstatic states with which to guide others. Burial mounds (Kurgans) and self mummified Sokushinbutsu corpses across Asia reveal the methods employed to find Immortality and show what becomes of those who do not succeed in the rather daunting task of becoming a Xianrén. The method of achieving immortality for Xianrén has always been a path of self-discovery and personal wisdom, leading

to many failures of half failures (see Appendix). Despite the eternal hunger for the secrets of immortality in the east, it was a rare achievement and though this dynasty can be said to control the largest physical domain, it is among the smallest in term of membership. In order to gain the understanding required to defeat the unbalanced devourer the Xianren must endure suffering in the Underworld, must struggle against Izanami (Oblivion), and he must work towards the enlightenment of himself and his companions. The Eanead council benefits from the serene and calming influence of the Xianren, the natural balance to its more atavistic members. Magic As with everything about the Xianrén, Magic consists of two techniques, Neidan (internal alchemy) and Waidan (external alchemy). One could easily call Neidan magic passive and Waiden magic active and draw obvious parallels between the theory of yin and yang. Neidan techniques included taixi ("embryo respiration") breath control, meditation, rotes and spoken spells, visualization, sexual training, and Tao Yin, Qigong, Energy manipulation, Tai Chi, Yogic exercises and Shamanic vision quests. On the other hand, waidan techniques for immortality included alchemical recipes, magic plants, sexual yoga, energy absorbsion, rare minerals, herbal medicines, drugs, and dietetic techniques like Inedia (existing without food or water) as well as magical talismans and sigils. Houses Prior to the centralization of Immortal society at the hands of the Cabiri, the Xianrén had three schools of study rather than the traditional Het Eanead. These three schools are formed from the three traditional paths to immortality most Xianrén followed when

mortal. Though the Xianrén may well change her focus over the years her first incarnation (or three) is usually an extension of the route and philosophy followed in her mortal years. The concept of groups dedicated to the Virtues was almost unknown among ancient Xianrén, and even today they have a limited number of followers from the Asian dynasty. The Houses concerned with the paths of Necromancy and Nomenclature, along with the Virtue of Memory are considered to follow the School of Qi. Those concerned with the paths of Alchemy and Amulets, and with the Virtue of Integrity are considered to be of the School of Fan and the Houses involved with the paths of Celestial and Ushabti, and with the Virtue of Joy are all included among the broad umbrella of the School of Fángzhong Zhi Shù.

These three schools exist now as three directions within the dynasty and each school has developed its own path. The slow metamorphosis towards the western tradition of nine houses has begun, but for now each house is considered to be a division of the larger school. Paths of Enlightenment Many Xianrén follow a version of the Path of Ma'at known as the path of Rta which mixes Taoist and Vedic concepts, however strongest in the eastern lands are the three paths that grew from the three schools. The Path of Qi, Path of Fan and the Path of Fángzhang Zhi Shu enjoy roughly equal status in the minds of the Xianrén.

STEREOTYPES Cabiri: "To give names and to provide serenity through identity is admirable and necessary, the war against Oblivion would be lost without the Cabiri." Crochan Geni: "I know the pain of the Cauldron born, I have seen where their strength comes from, but I fail to understand their barbarian emotions." Ishmaelites: "Some say we should thank the Ishmaelites for our existence, but it was not they who brewed my elixir or taught me the ways of alchemy." Obolus: "The path we walk in life is the path the Oboli walk after death; the final destination is the same." Shemsu-Heru: "I admire their unity and their sense of purpose but I wonder how well they would fare without their companions?" Tzadikim: "One's worth can only be measured by the individual in question, the path to immortality is rarely walked by the lazy or the reckless but it is no absolute proof of enlightenment either." Xibalba: "The dedication of the Xibalba to thier past is a larger barrier to overcome than the Ocean between us." I have tried to keep with White Wolf's curious persistent orientalism with this Dynasty, please forgive the crass over simplifications and sweeping generalisations but without them this project would not mesh with the rest of the oWoD Middle kingdom setting. Some wise souls might also notice that the word Xianrén is also westernised as hsien and has thus already been used in oWoD in the book 'land of 8 million Dreams'. To be fair we westerners are likely to pronounce that word very differently when looking at the two spellings, I know we certainly did. If you do not then perhaps assume that the reborn Xianrén took their name from the exiled servants of heaven and that both groups use the name.

Xibalba Immortals of the Pure lands QUOTE: "We are the voice of our people in the Underworld, Quetzalcoatl's warriors against the Darkness. We are the last who remember nations long gone whose wisdom was burnt by simpleminded followers of a jealous God. We are the line in the Pampas and you shall not cross!"

Description The reborn of Mesoamerica, the Xibalba (ShiBAHL-bah), are governed by the primordial waters. Like the Crochan Geni they are ruled by their emotions and both Dynasties are made up of a large percentage of warriors. They like to argue, to seek social justice and to fight for their people, their friends and their rights. Fighting for what is right is a part of the Xibalba nature and its not as though they have far to look to find a worthy cause. Beside the global war against Oblivion, in which the Xibalba are often on the front line, there is also the battle for their homeland. Those given the Ritual of rebirth in the America's were usually important people, worthy sacrifices such as the children of nobles or decorated warriors. These ancestors were the conduit to the spirit world who entreated the spirits to ensure fertility (of women, fields and lama), and that was doubly true for the reborn. They retain a great deal of support and succour from the mortals of their lands due to their intercession with the otherworld and their advice is considered essential wisdom. Some have used their numerous rebirths in an attempt to reach spiritual and physical perfection. They seek to better their environment by means of their own experience, and work to guide humanity to the next step in the destiny they believe the gods have designed. Others choose instead to reshape the world in their own images, accepting that this is the reason they have been granted immortality. In some cases the

images they would see reflected by the world at large are distorted and dangerous. The name Xibalba is Mayan, but it appears that the Spell of Life and the gift of Immortality spread to every corner and every group in Mesoamerica and even a few of the tribes associated with modern day North America. This mixture of cultures lends the Dynasty a broad-based nature with a varied outlook. Despite the conflict their parent cultures often fostered for each other, the Xibalba themselves have risen above such petty associations and cemented new loyalties. As with all things connected to the lands of the Dead in South America, the reborn Xibalba are caught in a cycle of ebb and flow governed by two balanced forces known as Quetzalcoatl and Tezcatlipoca. Life and Death, Eidolon and Shadow, Ma’at and Izfet, creation and Oblivion. Magic At the heart of Xibalba magical practice are the two paths of Celestial and Necromancy. This pairing is the favoured specialities among many of the Dynasty as well as influencing their adherence to the paths of Enlightenment and the most dominant houses in their society. Houses: The Houses of the Xibalba are often referred to by the names of local Gods. The path of Amulets is named for Toci, Nomenclature is the focus for the house of Coxcox, Celestial magic by the house of Camaxtli, Necromancy by the house of Xiuhtecuhtli, Alchemy by the house of Ixtlilton, Ushabti by the house of Tepeu, Integrity by the house of Teoyaomqui,

Joy by the house of Xochiquetzal and memory by the house Alaghom Naom. Paths of Enlightenment Tezcatlipoca, Oblivion, Spectres and Wraiths lost to their shadows rule the Flayed lands. The burden of righting this balance now lies in the hands of each individual wraith, and with

their Immortal allies. What was once a cosmic struggle through which all of creation was slowly changed for the better has now become a personal battle, fought in each Wraiths soul. Such a situation has rapidly forced the Xibalba to diversify their devotion to different Paths and practically every path is followed by one or more member of the Dynasty.

STEREOTYPES Cabiri: "They are not warriors at heart, but then wisdom rarely comes from a broken body." Crochan Geni: "They can be sullen, but there are few I'd rather have at my side in war." Ishmaelites: "If there are any Immortals who understand the need to be self reliant it is those Horus cast away." Obolus: "Immortality should be something given by the Gods, or at least the lords of the underworld." Shemsu-Heru: "Such devotion to a warrior is inspiring but they need to learn some humility I think." Tzadikim: "The Church would have destroyed our culture if it wasn't for the Xibalba, the Tzadikim should have done more to stop the evil's of the Christian zealots." Xianren: "They have proven their unwavering courage and their self sacrifice. That is enough for me!" Sources and some content from Werewolf: the Wild West - 'Tales from the trails: Mexico.'

Chapter 3 The Players Guide

The Players Guide Expanded Dynasty descriptions As with the other game systems, a players guide would have expanded on each of the Splatts (the Dynasties in this case) and presented a more in depth look at the history, philosophy and sub-groups of the Immortals. Perhaps Dynasty books might also have come along and opened up the secrets of the Undying Dynasties even more. The best we can do to represent such possibilities is this section; enjoy!

Cabiri Wisdom and Acceptance

"The most beautiful thing we can experience is the mysterious. It is the source of all true art and science." - Albert Einstein As a Dynasty the Cabiri have always known that their survival depended on finding their niche in Immortal society, to prove themselves to those they secretly looked down upon. That they were successful in joining the club is clearly seen by reading Immortal texts or listening to them speak. All Immortals use at least some of the words and definitions put in place by the Cabiri and the Dynasties could not function without the framework the Cabiri put in place.

Some few are warriors or soldiers and the lands from which they draw their membership are hardly strangers to battle but rather than taking up the sword of Alexander or the Spartans, they chose to learn of their tactics instead. Many of the original Cabiri had been mages or Acolytes before undergoing the great Rite and they still look to knowledge and planning as the best route to victory. Their bravery is set to exploring hidden tombs and in facing blood thirsty hoarders of mysteries rather than in open warfare. Outside pressure named them Cabiri, and the Shemsu-Heru took great effort to stop them creating others of their kind, believing they had succeeded by the time of the 15th century AD (when Horus believed he destroyed the last copy of the writings). Those created since that time (and there have been some) learned to employ much of the Cabiri art of subterfuge and misdirection to avoid awakening the old hatred. Most Cabiri hale from the nations which border the Mediterranean and their society owes its traditions to the classical world of Greece and Rome and the Mystery Cults of those lands, to the echoes of Ancient Egypt rather than to its direct influence. In fact it was often the philosophy of the Orphic cults and the classical societies that defined the Cabiri from the general Ishmaelites, where the latter are distinctive because of their individuality, the Cabiri soon came together for safety in numbers. It would be foolish and short sighted to believe that the Cabiri are a cult of the Ishmaelite Dynasty, or simply a regional collection of the turncoats. There is far more to the Cabiri than being from a distinct location or the shared trapping of the classical societies.

The first Immortal created from the secret writings of Cabirus, known simply by the honorific ‘Orpheus’, was created somewhere on the Aegean coast in the Hellenistic kingdom of Thrace. From here the Society spread slowly along the shores of the Mediterranean and into the rest of Europe. Its core tenets were guarded carefully and each new Immortal had to decipher the clues of the mysteries for him or herself. Although the magic that created the Cabiri was clearly the same Spell of Life that created the Shemsu-Heru and Ishmaelites, the teachings and trappings of that Society did not travel with it. Early Cabiri had to forge their own path through the Underworld and find their own answers to the gift and plagues of immortality and cyclic resurrection, based on the Mysteries of their mortal lands. They were aided greatly by the society of the dead in the Dark Kingdom of Iron, a hierarchy with which they shared philosophy and culture. Most Cabiri-to-be were Acolyte members of the various and widespread mystery cults, which were fascinated with the mysteries of life and death; thus they tend to have more philosophical and esoteric inclinations. Cults which taught their secrets through the legends and plays of the Eleusinian and Orphic mythology and found a moral compass in the same philosophies of intellectual Spirituality. The Cabiri today are perhaps the only surviving repositories of the Mysteries as earlier Orphic literature survives only in Papyrus fragments or in the quotations of other works. Even now the philosophies of the Mystery religions are well-guarded secrets unknown to those outside of each various cult or circle of believers. Though they share some of their ways with other Cabiri, even members of the other dynasties, they still retain certain variations of the Orphikos bios, or "Orphic way of life". Almost all factions maintain the first tenet; dedication to the mysteries and the arts, they hold differing views on the other common practices such as vegetarianism, abstention from Sex, the prohibition against eating eggs and beans. There are still many who maintain the requirements for a lack of "blood guilt",

meaning having never committed murder, and not being a "barbarian" (unable to speak Greek). Men, even slaves, were made Immortal but Women are rare.. Some abstain from having sex altogether while others take the story of Orpheus to mean they should seek true love or remain loyal to one through any circumstances. Eventually most Cabiri come to see the story as a metaphor for the relationship between the worlds of the living and the dead. As they progress through the mysteries they come to see much of the classical myths as lessons couched in euphemism and metaphor. Everything from the birth of Venus to the labours of Hercules is part of what the Dynasty refers to (tongue firmly in cheek) as the riddle of the Sphinx – the quest to understand the nature of man and of mortality. That riddle, the final mystery, is at the heart of the Cabiri Dynasty. Whether through debate, experimentation or the pursuit of rare knowledge, they have grown to see the seeking of answers as what sets them above the other Immortals. Many believe that the Dynasty is destined to discover some great secret which will allow all Immortals to defeat Izfet once and for all. The Shemsu-Heru of fond of spouting the belief that there is no single religion or philosophy that guides the Cabiri, no single mentor or hero they aspire to emulate or serve, not even Cabirus himself. They are very wrong however because the Dynasty has several examples of note and a highly developed moral code. Those Cabiri not on the Path of Humanity follow the path of Dikaiosyne, a code of morality much like the path of Ma’at. They believe in concepts of Noblis Oblige and societal responsibility, that the war against Izfet serves all mankind living or dead, and that the greatest tool against an unthinking foe is wisdom and intelligence. The Shemsu-Heru are equally misguided in their belief that the Cabiri are selfish or eager to turn their back on creation. Though they care nothing for Horus quest or his laws, and his displeasure at their existence means nothing to them, the Cabiri are just as engaged

with the war against Oblivion as any other immortal. Just because they have other names for Apophis and his minions, or because the Cabiri have many unique foes of their own, does not mean that they are not fighting for just the same cause as Horus own cult. The truth is that the Cabiri and the Shemsu-Heru ought to have been great allies and close companions all along, but the spell of life does nothing to quell human nature and for centuries they remained divided by petty misunderstandings and rash judgements. Occultists and scholars, as much out of necessity as anything, the Cabiri are survivors. They hold the mysteries of Egypt as vital to their path, but no more so than the secrets of Atlantis and Ultima Thule, of Arcadia and Shamballa. Like the Mages who inherited the Egyptian paradigm, the Cabiri follow a Hermetic model. They are hoarders of esoteric knowledge, willing to share and quick to prove the adage that knowledge is power. A Cabiri can match an immortal Shemsu-Heru twice his age when the need arises, having learned secrets from a wider world and perfected the arts of self-sufficiency through lifetimes of hardship. In the Underworld they are even more formidable, having access to an army of Wraiths and the strings to some of the Stygian legions if need be. In fact the Cabiri have forged a number of associations with allies and dupes on both sides of the shroud. Cabiri Immortals have a great degree of influence over the Arcanum and the Benandanti, and routinely employ Risen in their schemes. It is not unheard of for a Cabiri Immortal to step in to the role of the Sapienza (mentor) for young Benandanti, especially if the former tutor dies or is otherwise unable to complete the role. All of this pales in comparison however, when seen against the Cabiri domination and manipulation of the Orphic circle. Female Immortals have influenced and directed the Dikeia for millennia, while the ruling council of the Orgiophantes is just as much a tool of the Cabiri.

Who were Orpheus and Eurydice? There is much heated debate and philosophising among the Cabiri as to this question. Some, most often the ancient Immortals, believe Orpheus was a real person, the first human to become immortal through the secrets writings of Cabirus and thus the first Cabiri. Orpheus underwent the Spell of life to rescue his dead love Eurydice from the cold embrace of Hades but she was truly dead and he could no more bring her back to life with him than he could do for any denizen of Tartarus. Others, usually the more recently created reborn, believe that the stories are an allegory. That the Hero Orpheus represents any and all Cabiri in their trials and adventures, and that Eurydice represents the true Shades of Hades, unable to return to the lands of the living. Such Cabiri also look to the story of Persephone, accepted in underworld mythology as the first of the Risen, considering the desolation wrought by Demeter in her grief as the machinations of Oblivion.

At the very core of the Cabiri Dynasty are the Mystery religions; the Orphic and Eleusinian Mysteries which claim that while the Gnostics hoped to acquire knowledge through divine revelation, they already possessed it, locked within their allegories and myth cycles. These Mysteries taught that soul and body are united by a compact unequally binding on either; the soul is divine, immortal and aspires to freedom, while the body holds it in fetters as a prisoner. They claim that death dissolves this compact, but that the uninitiated are quickly reimprisoned in a new body: for the wheel of birth revolves inexorably. Thus the soul continues its journey, alternating between a separate unrestrained existence and fresh reincarnation, as the companion of many bodies of men and animals.

For the Undying this process is halted and they are given complete control over their own incarceration. They have countless lifetimes of continuing searching to purify themselves and to seek their final destiny, an ascension to Godhood for some, or simply a transcendence to eternal existence as a spiritual entity without the purgatory of the Wraith’s existence.

At Death In their Death Cycle the Cabiri look to the shadow realm of the Elysian Fields, their answer to the Shemsu-Heru kingdom of Amenti. This pocket of the dark Kingdom of Iron is the home of an intellectual elite among the Wraiths, as well as the last bastion of the ancient mystery cults. Since the sixth Maelstrom the Elysian Fields have increased the defences at their borders and become even more insular and elitist in whom they deal with. In the lands of the living, the Shemsu-Heru rule the Immortals, and the Cabiri walk in their shadows, sometime even cowering in fear. But In Death, the Reborn of Egypt must hide away in Amenti for the most part while the Cabiri have much greater freedom and power. But the route to the afterlife is no less difficult for the Cabiri than it is for other immortals to be. The Myths of the Cabiri tell of dedicated group of Wraiths, the Eumenides, who ensure that they are met and well looked after, guiding the Reborn through the pitfalls and the Valles Avernae (Valleys of Hell). On their way into the Tempest they must cross the five rivers of Hades, which form the boundary between the upper and lower worlds. The journey involves facing and beating several tests, either through skill and guile or by seducing the Eumenides as Orpheus himself once did with his music and song. By crossing these rivers, and the tests they present, the Reborn have proven their lives worthy of admittance into the Elysian Fields. Those who cannot pass these tests, or at least some of them, to the satisfaction of the Eumenides are left to their own devices. If this is their first death, they never return to their bodies to become reborn. If it is simply one of

the many death cycles, they are left to battle the shadowlands alone mostly, unless something or someone can change the minds of the Furies. With the challenges met and defeated, or the Eumenides won over, it is on to the Elysian Fields where he is judged by three ancient Wraiths; Aeacus, Minos, Rhadamanthus, the inflexible judges of the dead. It is uncertain whether this trio is really the same three Wraiths as they are always masked, or whether the names represent three roles with their own distinctive garb of office. The actions of the Cabiri are debated by these three Ancient Ghosts and weighed against the teachings of Dikaiosyne. Though the Judges of the Cabiri are less strict than the 42 judges of Amenti, they still demand strict adherence to the chosen path and a life lived by the Orphikos.

Organisation The Cabiri appear, from casual observation, to lack organization, seeming to be little more than a lineage of mummies with a common origin with little other affiliation or loyalty. The truth is that the Cabiri maintain the trappings of the Mystery religions and as such any structure and dogma remains secretive and obscured. In accordance with the mysteries, much of their development and journey is taken alone, with challenges overcome by the individual and her own abilities and charms an approach learned from the Ishmaelites and assuring an amenable relationship with the turncoats on both sides of the shroud. Though this does not mean that the Cabiri lack fraternity or culture, or that they will not work in unison when the need arises, the Dynasty does not commit such things to record. Not everything in life can be recorded in scrolls or carved into stone, some things simply need to be experienced and passed on through the plays and rituals of the mysteries themselves. In truth, those within the Dynasty recognise a fantastically well defined hierarchy based upon enlightenment within the mysteries and maintained by a strict chain of command.

The paradox at the heart of the Cabiri is that while they seek to record everything of the barbarian world their own government and traditions are highly secret; preserved by ciphers or hidden between the lines of the Mysteries and it may have to be rediscovered again and again by members in each regeneration. The price of this focus upon the enlightenment of the individual journey is that the Cabiri suffer greatly from the plague of amnesia.

self-discipline and devotion to become at one with his "Inner God". For every possible permutation of that search there was a school and a Cabiri faction that emulated it, too many schools to list here. However there are some generalisations that can be defined here, the gulf between the devotees of the Orpheus (the Orphici) myths and those of the Myths of Persephone (the Eleusinian’s).

As for numbers and spread, while the Shemsu-Heru believe there are no more than a dozen Cabiri and the Cabiri themselves would rather it stayed that way, the truth is however that there are probably as many bastards as there are Shemsu-Heru creeping around the two worlds and staying under the radar. No mean feat considering the dedication of Horus’ fanatics in the early days..

The Eleusinian mysteries, which celebrate the story of Persephone’s return, predate the Orphic mysteries and the Cabiri Dynasty by almost a thousand years. They are about a great deal more than just the predicament of the Immortals and those who follow this philosophy believe that the ultimate design of the Mysteries is to lead us back to the principles from which we descended, a perfect enjoyment of intellectual [spiritual] good. They seek transcendence in some intellectual manner, hoping to forever unchain themselves from the need for the physical (the Khat or fetters) in order to exist forever. They believe that such a destiny is possible for mortals and Immortals alike and that those who attain epopteia, who learn the secrets of the greatest mysteries of Demeter, will be forever immune to Izfet.

Magic Hekau is the Cabiri forte, they evolved from among cults which understood True magic and have since spent eternity studying every aspect of Isis gifts. Many Immortals believe the Cabiri to be the best wielders of the spells among their number, although the Dynasties very nature means that this theory has never been put to the test. There is no single path at which they excel and the majority of members seem highly proficient at all of the seven arts.

Paths and Houses The Cabiri were the ones who defined the nine houses and whose record keeping played a large part in which names were finally settled upon for each of them and so among the Dynasty the nine Het are named for the same Egyptian Gods as they are in Shemsu-Heru circles.

Factions Due to societal persecution and Suppression, the mystery cults were secret schools studying the "Inner Nature" of man and of surrounding nature. By understanding these mysteries, the student attempted to perceive his intimate relationship with Divinity, and strove through

Eleusinian’s

Orphici The Orphici on the other hand are more concerned with the destiny of the Immortals, and of themselves in particular. They seek personal purification and enlightenment, and they believe that this destiny has been achieved by others who left behind clues and signposts to the road that must be followed. They believe that each individual Cabiri is on a journey to become a god. Rising through the Ranks from Acolyte to Mystes until they truly become a Hierophant, an interpreter of sacred mysteries and arcane principles.

The Redeemed (of Bacchus) "Now you are dead, and now you are born on this very day, thrice blessed. Tell Persephone, that Bacchus himself has redeemed you." – So goes the credo of the redeemed who walk a

path between the Eleusinians and the Orphici. They believe that intellectual purity or ascension to some other plain are beyond even the undying and that the meaning of existence is simply the need to find joy in all things and to be happy with ones lot in eternal life.

The Vulcanites There exists amidst the Cabiri a small cell of Roman Immortals. Once powerful men from prestigious families who were buried near intersections and crossroads as the first step in a long and complicated cult induction. The patriarchs look to the God Vulcan and his gift of fire as the lesson for their eternal existences, but they act as much like a private club as they do a mystery religion. Their detractors claim that these Vulcanites carry the perpetual stench of myr, brought from the Middle East and used as disinfectant and deodorant when preserving their bodies. That Rome eventually came to rule over Egypt has not endeared the Vulcanites to the ShemsuHeru in any way!

naturally embalmed testament to mysterious rituals during northern Europe’s past from the Iron Age into the so called Dark Ages. Hundreds of these unusual mummies have been found and have led to wild speculation or worse still, reliance on dubious sources of antiquity such as Tacitus. Accordingly, many bog bodies were interpreted as people in disgrace, supposedly punished with torture, execution, and burial in the bog instead of more customary burial practices.

Weakness (optional) The Cabiri are hungry for knowledge and the promise of further enlightenment or hidden secrets can tempt them as completely as any other compulsion. Should the rumour of a lost tomb or a secret codex cross their path they would find it difficult to resist dropping everything to rush off and investigate, perhaps getting involved financially or in some other way.

Crochan Geni Atonement and bloodshed "Death smiles at us all and all a man can do is smile back." -- Gladiator (film) The bog bodies found in the wetlands of Ireland, the U.K., Scandinavia, Germany, the Netherlands, and especially Denmark are a

But the truth is far more mysterious than the archaeologists could imagine. These bodies, seemingly sleeping in miry wetlands now drained and dug out for profit, were sacrifices – the fortunate ones. Others were first made immortal that their sacrifice would last for eternity as they rose again from the depths they were consigned to. For some, the Spell of Life brought them back into an existence of perpetual resurrection and endless life. These are the ‘Cauldron born’; the mummies of Northern Europe. Sometimes these Reborn found their way back within mere days, at other times it took years or even centuries. For some, the long wait while their bodies dwelt deep beneath the water stretched on for too long and other forces destroyed any hope of their resurrection. Over time, as their secrets were lost due to invading faiths and the resultant end of the Mythic age, the moss decayed and turned into peat, which the rural peoples burned for fuel in ignorance of what it held. Knowledge of the Spell of Life did nothing to unite these societies, and thus the Crochan

Geni dynasty is barely a dynasty at all in the cultural sense. Rather it is a collection of varied immortals with different terminology, society and philosophy who share a common creation method and hold uneasy alliances with one another in the face of greater dangers. Though each can recognise certain similarities in their brethren, similar Gods and Goddesses and a shared understanding of the Otherworld, there are still many differences to be overcome. The Crochan Geni cannot even agree on a common language for communicating Dynasty ideals, let alone a cohesive code of conduct. The majority of phrases and titles among the Crochan Geni derive from the languages of the two strongest peoples making up the Dynasty, the Norse and the Celts. Other Crochan Geni often replace the common terms with words from their own language and an outsider might be forgiven for believing he was witnessing two (or more) distinct Dynasties. Even many within the Crochan Geni culture prefer this vision. Any meeting of Dynasty members is just as likely to break into a fight over who deserves the right to dominate the gathering, as it is to break into a fight over past slights or boasting. But the cultural split does not entirely prevent the Crochan Geni from sharing certain ideas and beliefs. For as much as the cauldron born differ, they also have some core tenets that have been adopted by almost the entire Dynasty. Among the core elements that define the Crochan Geni are a warriors ethic, the willingness to give their lives in sacrifice for others, and the utter belief that a great war against the forces of oblivion is coming the result of which will decide if life can persist. The Crochan Geni are warriors first and all else second, whether they be martial types with swords or poets who inspire armies, it is the act of battle that defines the dynasty as a whole. They are not the masters of magic or philosophy that the other immortals appear to be, they are the brave and the fierce who make the otherworlds tremble. “Better to be utterly destroyed taking down one agent of Oblivion than to live a thousand incarnations

perfecting a parlour trick or bauble” say the Crochan Geni in unison. These Immortals are shaped and defined by the battle against Oblivion, the force they call Ginnungagap (Yawning Void). It is a constant source of tension and inspiration to the Dynasty, and by their own garbled myths, the core reason for their existence. Whether they are in Niflheimer (The Dark Umbra) or Midgard (the Mundane world), Ginnungagap must be battled at every step. Sometimes they have common cause with Shapeshifters or Mages or even the fair folk in this battle, and sometimes even they are ranged against them through poor communication or deceit. But the torment of the Crochan Geni is to know that the battle for existence will be the only continuous thread in their long immortal existence. Ragnarok, the final battle, is coming, on that the Crochan Geni all agree. But again there is a duality in the Dynasty as to the final outcome of this battle. One camp, known as the Einherjar, believe in Gotterdammerung, the twilight of the Gods. Gotterdammerung is the event that sees the defeat of the current order and the end of the world as it exists now. All Magic is gone from the world and only the Humans survive to forge a new world free of Gods, spirits or any supernatural influence. But their philosophical rivals, the Cruithne, scoff at this dystopian view and believe that fate is uncertain as to who will win. They believe in the New Dawn or new Spring model which promises a return to the Mothers embrace for humanity and a place in paradise, the Summerland, for all Crochan Geni after the final battle. This disparity of philosophy, unsurprisingly, often leads to bar room brawls.

At Death The first death of the Crochan Geni is a horrific experience, the spilling of their blood only the appetiser for the true sacrifice they make. Whether thrown into a lake, a cauldron or set to sail on a burning boat, the first burial involves water. With the effects of the hallucinogens necessary for the Spell still as potent to their Wraith as it was to their flesh, they are thrust into a psychedelic nightmare of

epic proportions. The Wraith is also far more aware than usual for a Wraith still enwrapped in their caul, the Spell has heightened the newly dead senses. Although the difference is subtle, they are not Wraith’s in the technical sense, instead they are Coifi, the Hooded one, and they will not be rescued by any reaper.

Some Crochan Geni were not preselected as a fitting sacrifice, but chosen as they hovered close to death following a battle. There was a sisterhood among the Wicce that saw itself as the earthly avatars of the Valkyrie or the Babd (see the Valkyrja Dottir), the choosers of the slain. They would sometimes select a dying warrior whose actions shone like a light to their vision. The sacrifice of this noble warrior was deemed not only a worthy trait, but a necessary one for the final battle. As the life seeped out of the dying warrior, the Mage conducted the Spell of Life over him and then ensured his body was consigned to the waters after death. In that way, the dying warrior became an Immortal as the myths promised he would.

Instead the Coifi falls, almost immediately, into the Tempest, or a realm of the Tempest called Niflheimr (the Mist-World). As above, so below, and the waters of the underworld swallow his spirit as the waters of the skinlands swallowed his body. He undergoes traumatic a harrowing (see Wraith: the Oblivion) made all the worse by the memory of being sacrificed by his people and by the mind bending ergot that still effects his psyche. Not to mention the proximity of Nidhogg and the Creatures of the Tempest, twisting the distant sensation of Tir na Mairbh (the land of the Dead) and what transpires with his fetters and his people. Luckily for him, the Caul is still in place and while his Psyche cannot take him to safety, neither can his Shadow gain control. His inner torment and harrowing may take a few days, it could last for eternity - many of the Crochan Geni mummies are still battling their own doubts to this day, having never come to terms with their deaths and returned to life once again. Atonement would mean very little if it was easy to find! Some are only freed by the destruction of their bodies back in the

skinlands, an act which destroys them utterly. Nidhogg turns from his gnawing of Yggdrasil to devour them, oblivion triumphs through the ignorance of the living or simple entropic bad luck. Those who do move on to the next step only do so when they reach some form of acceptance, the first step on the path to atonement. Those who were sacrificed as a punishment often need to accept that their fate was of their own making, as must those sacrificed as defeated prisoners of war. The sick or disabled must come to terms with their deformities and often figure out what weakness or crime against creation caused them to become so. The willing sacrifices have the hardest time of all because the things they must reconcile are not so easy to discern. There are Kings who eventually accept that while they loved the Goddess and went willingly to her bosom, she was not so eager to embrace them until they had undergone this test. Others might be forced to concede that the bad harvest they were killed to prevent will have happened anyway because the village was greedy or simply unlucky, or that there was no appeasing the Gods this year because of the crimes of the past. For many proud warriors and noblemen, the truth they must accept is that Death did not transport them to the bountiful Summerlands or the halls of Valhalla, but to Hel. The dread place thronged with the shivering and shadowy spectres of those who have died ingloriously of disease or in old age. The final abode of the worthless and the dishonourable who have broken oaths. Only when the inner turmoil is brought under control by the Coifi does his caul shear of its own cause and free him to battle his way out of Niflheimer. He must climb up past the third root of the world tree and into the Shadowlands once more. From there he can follow the visions imparted by the ergot to Eliudnir, the shadow realm of the Cauldron born. Named for the fabled hall of Hel, Eliudnir is an echo of many mythological locations, a feasting hall and a keep, a glass fortress and a training ground. Though the Crochan Geni position in Tir na Mairbh is by far the most

precarious, what they lack in political power they make up for with defences.

Organisation Calling the Crochan Geni a Dynasty is an entirely external concept because there is little to no internal unity or even recognition of a single people. The Wicce maintained no singular Cult on a par with the Veil of Isis and the Spell of Life that creates the Crochan Geni was disseminated across several cultures, the Immortals were created independently and with varying degrees of purpose. Even today these reborn work together only when it suits them to do so and have nothing by way of a fraternity or sense of combined society any stronger than a war band or a mercenary outfit. What does bring the cauldron born together is a strong leader or a common foe. There are many creatures in service to Ginnungagap, the followers of Crom Cruach, those created with the rite of the Black cauldron, the Gangrel Valkyrie (vampires of the all fathers brood), Haugbui, Draugr, Aptrgangr, all are enough of a threat to bring the dynasty together. At times, when certain heroes of the Crochan Geni are in their living cycles, the Dynasty can present a united front and achieve great things, but such times became less and less frequent as time goes on. Life in the Crochan Geni Dynasty has clearly stratified distinctions governing occupations and castes. Those who received the Spell of Life can be divided into five broad categories; Thregn (Warriors), Bondi (Aristocrats), Skald (Poets and craftsmen), Guthi (Priests, Sorcerers and seers) and the Disgraced (disabled, outcasts and defeated enemies). The Thregn always have and always will dominate the Dynasty because their positions are the most respected and admired by the cauldron born. They set the tone for Crochan Geni tactics and temperament, dominating the gatherings and the government of Eliudnir.

Seid (Magic) Seid is the old Norse term for Magic and the word has been adopted by most, if not all, of the cauldron born even if the Norse reticence

over its use is less widespread. Hekau/Seid is generally viewed as the tool of the deceiver or the weak, and although they respect it and its users they often treat them as outsiders. In general the Crochan Geni use Seid as much as any other Immortal and can be of either gender but those who hold to the Norse ways see such skills as the domain of women. Though there were male practitioners, in the Viking Age, Seid had connotations of "unmanliness" or "effeminacy" (ergi) for men, as its manipulative aspects ran counter to the male ideal of forthright, open behaviour. Celtic Witches such as the Babd used magic but who understands the Babd? Odin was its master, but then he was master of all except fate, a fact which the non Viking Crochan Geni are keen to point out at any opportunity. The official word on Seid is that it is too valuable a resource to ignore in the battle against Ginnungagap but many male cauldron born, even those not of Norse descent, prefer to use Galdr (songs and chants) as a means to magic rather than ‘spells’ and rituals’. How each man differentiates between Galdr and rituals is up to him.

Paths and Houses The Crochan Geni divide Seid into three distinct disciplines; Siedhr, Runnor and Hallristingar and thus consider many houses to be identicle to others. Siedhr combines the paths of Alchemy, and Nomenclature and is considered especially poor Seid for men to practice. Runnor is the paths of Amulets & Effigy, the most suitable Seid for men while the Hallristingar consists of the knowledge of the Norns; Wyrd (celestial), Necromancy and Arcanoi. To the Crochan Geni who believe in Gotterdammerung, Joy is a difficult Virtue to embrace. There are few of that number in the Het Qedesh, and those who are desperately seeking to master the emotion have an uphill struggle on their hands.

Factions The Einherjar The Einherjar are a larg camp within the Crochan Geni, hailing originally among those Immortals with a Norse background. Named after those great warriors who died on the battlefield and who spent eternity practicing for the battle of Ragnarok by day and feasting in the Hall of the Valiant (Valhalla) by night, the Einherjar espouse the warrior ethic. Over the years the group have accepted both females and those of other nationalities into the Einherjar, so long as they fit their peculiar outlook and martial ideal. The word Einherjar itself means "Those who fight alone" or "Soldiers of The Only Army" and this is how they see their destiny. All Crochan Geni dedicate their immortal existence to an eternity of training in readiness for Ragnorok, but the Einherjar are defined by their belief that the final battle will result in the destruction of the Gods and the army of the Crochan Geni. These Crochan Geni consider themselves as the final sacrifice at the time of the Gotterdamerang (the twilight of the Gods) and unlike other Immortals each Einherjar knows that his life shall be forfeit to the final battle that could destroy the world. Perhaps that is what makes them so terrifying to those who face them, they do not fight to win. They fight because the courage of their convictions demands it, their death and destruction is foretold and absolute, as is their sense of duty.

The Cruithne Only slightly larger than the Einherjar, the Cruithne are the Crochan Geni influenced by the the Celtic, proto-Celtic and Gaellic traditions of the dynasty, along with their followers. More important in the modern age, it is used to define those who believe in a more hopeful outcome to the final battle than the Einherjar do. In times past, when the Einherjar maintained a more strict rule on its membership, the Cruithne numbers were swelled by non Scandinavians and women, but as the Final Nights approach things have changed and more Crochan Geni have come

to expect Gotterdamerang rather than a new Dawn. The Cruithne tend to be altogether more cheerful than the Einherjar, delighting in drinking, feasting and boasting. But they also lack some of the strong organisation of their Northman allies, preferring single combat and glory to disciplined tactics. These Crochan Geni are much more accommodating and happier to see magic as a unisex pursuit and to show equal honour to bards and artists.

The Avagddu The First of the Avagddu was a deformed simpleton executed by the early Christian missionaries who believed his physical and mental state were signs of the Devils favour. As he lay dying from being stoned to death by the pious, a Wicce consumed by anger decided to cast the Spell of life upon the poor unfortunate that he might return as a reminder of the false religions crimes. Since that time a cult has former by those whose physical state has marked them as an outsider among people who worship physical purity, and they have raised the ugly God Avagddu as their totem. The faction includes most, if not all of the disgraced caste of Crochan Geni; the deformed, the criminals and dishonourable. Many whose skills lay in areas other than combat have also gravitated to the Avagddu and the Faction has nobles and poets to call upon too.

Weakness (optional) The Crochan Geni are a volatile lot, driven by inner turmoil and anger which leads them to solve their problems with conflict of one sort or another. Peace does not come easy to them and compromise is a rare virtue. Even when their fury is under control, they seek to meet all challenges head on and with equal ferocity.

Ishmaelites Exploration and Freedom “It is always possible to subvert, to rebel. A strong idea can be a salve, an inspiration to some whilst the very same idea is an irritant, a disruption to others.” - Steven Severin The true reason why Ishmael turned away from his friend Horus is lost to the sands and in truth it is mostly the position on that loyalty to Horus which forms the only real distinction between the two groups. All else about the Shemsu-Heru is equally present in the Ishmaelites, from the ritual that creates them to the language and mythology. Both groups are inducted into the mysteries of Osiris, they are taught to combat the minions of Apophis and of the absolutely essential need to maintain a personal moral path. However the Ishmaelites simply refuse to abide by any legal code established by a ruler whom they consider a petty tyrant attempting to validate his own vendetta. That code, the Wat-Hor, is very demanding and requires complete faith for anyone to maintain its tenets over millennia. Some great men and women have found it impossible to live up to Horus expectations, either because of their own doubts or because they are not inclined to turn their free will over to a demagogue. Though the Shemsu-Heru cast accusations and insults at the Ishmaelites, it would be short sighted to believe such slander. Certainly there are some in the Dynasty with questionable morals, but it is far from a universal stereotype. Some left the fold of the Shemsu-Heru through faults or inadequacies of their own, but others felt they had no other option. Occasionally an Immortal was created who came to see exile as a more comfortable life choice than the war against Apophis in any form, but the intellectual rebellion of the Ishmaelites gave such people the perfect smoke screen under which to flee the rigours of eternal conflict.

By the time of Egypt’s new Kingdom, when the Cult of Isis was going through its darkest days, the number of Immortals leaving the ShemsuHeru to become Ishmaelites had turned from a trickle into a fully fledged leak and in the Ptolemaic age the Cult of Isis was making as many poor choices for the ritual as it made wise ones. Those few from this time who did retain the wherewithal to come back from death often held little affection for the Wat Hor or for Horus himself and the Ishmaelite Dynasty soon equalled its parent sect for members. A true census of the Ishmaelites today would likely show them to be twice the size at least of the Shemsu-Heru. The Shemsu-Heru claim that Horus banished Ishmael for questioning the father but the Ishmaelite dynasty tell the story with a different emphasis. They say Ishmael (or whatever his true name was, the Biblical association must be recent obfuscation) chose exile because he could no longer follow where Horus led. Ishmael set out alone, following Sutekh and many others who came before him, into the desert. His wanderings are a matter of legend within the Dynasty and Ishmael himself has remained an infrequent visitor to the fellowship which took his name and has never sought to rise to lead it as Horus does his own Companions. When Ishmael stormed out of the company of his former friend he did so alone and he remained that way for a very long time.

Over the following millennia a handful of Immortals felt the same way and followed Ishmael’s lead into exile, but they rarely met with him. At time two or more turncoats ran into one another and they might share each others company for a time, debating philosophy and dogma. The foundation of an actual Dynasty with its own organisation and practises took centuries, if it ever truly happened at all. It formed around safe-houses and way stations, around allies and favoured Oasis. Wandering through lands full of dangers they needed to develope a system of communicating and of finding support when needed. Some founded cults in which immortality was a reward, or a way to preserve loved ones. Others sold the Spell of Life for personal reward and others allowed it to fall into the hands of Mages through their own carelessness. They eventually came to realise that their natural allies were one another and so the Dynasty itself admitted to its own existence and began to codify its few guidelines and expectations. Finding little love in Egypt, the first reborn to follow Ishmael into the desert spread through the conquered territories and vassal states of Khem’s mighty empire and from there they moved beyond the scope of the pharaoh’s domain. They migrated into Africa, across the Mediterranean and into the Middle East, reaching Mesopotamia and beyond. An Ishmaelite named Cabirus passed a copy of the Spell of Life to a Greek Mage and gave birth to the Cabiri Dynasty. Other unnamed and unlamented Ishmaelites created Immortals to the East in the lands where the Tzadikim would one day appear, and perhaps the other Dynasties owe their existence to far travelled Ishmaelites also.

Nubians, with Ishmaelite aid, even ruled Egypt for a time and as the great empire declined it was among the Nubian territories that much of the traditions survived. Political exiles and those driven out of Khem by the machinations of Sutekh found the kingdoms of the Ishmaelites welcoming and hospitable. Garou of the Silent Striders and battered remnants of the Osirian league often came to the Ishmaelites doors and through such aid the

Dynasty remained an active force in the war against Izfet even while remaining aloof. Faithful Shemsu-Heru found it increasingly difficult to despise the turncoats when they did so much to aid and nurture the cause against Apophis.

Who created the Dynasties? Did the Ishmaelites provide the Ritual which was used to create the Xibalba, Xianren and the Crochan Geni? Well that is up to you and your stories but the possibility of it being true is clearly supported by the mythology of the Immortals if you want it to be true. The ravages of Amnesia and the loose organisation of the Ishmaelites themselves mean that nobody will ever truly know one way or the other and so the golden rule applies. Isis’ ritual, the Spell of life is possibly the only way to turn a mortal into an immortal, and if that is true then it is more than likely that the Ishmaelites nature has had a far greater affect on the supernatural world than they are given credit for. However it is also possible that Mages hit upon the Spell at different times in different cultures through paragenesis, or that some other entity shared it with them. Perhaps Anubis or another Wraith wanted to ensure the spell was more widely available or maybe some Spirit or Demon with a vested interest in thwarting oblivion played a hand in the whole affair?

When Horus declared the Diaspora and decreed that his loyal followers had to leave Egypt, the Shemsu-Heru met with the many Ishmaelites, and learned of their fortunes in exile. Some had set themselves up as mortal princelings, with armies at their command and many powerful allegiances; others lived as hermits, exploring the nature of immortality. Of course, as Horus and his kind left Egypt, many Ishmaelites chose to return to the lands of their birth and it is the Ishmaelites who today can be said to be the most numerous Immortals in Khem. It was the Ishmaelite exile which was the making of the Dynasty, transforming them into the widest spread group of Immortals in the Ogdoad. From Africa to Asia, Russia to South America, Ishmaelites have wandered the globe and spread the teachings of Isis with them. Each new vista brought new enlightenment, and the nature of wanderlust and chaos

helped to stave off the weight of the centuries. When one of the Shemsu-Heru questions why Isis would ever have chosen Ishmael to be Horus companion and advisor, his fellowship can point to their eventual influence as the proof of her wisdom.

At Death What happens to the Ishmaelites in the Underworld is what happens to the ShemsuHeru. They have no power as a Dynasty beyond what each individual can barter for, but they are welcome in Amenti and many other places. In fact the truth is that Horus does not rule Amenti and the Shemsu-Heru couldn’t deny the Ishmaelites entry even if they wanted to. The Shemsu-Heru and the Ishmaelites are the same people with the same knowledge and beliefs about Death. In truth the only major difference comes from the concept of judgement because the Ishmaelites refuse to submit to the judges of Ma’at any more than they will submit to the laws of Horus. By refusing to submit himself to the judges when he comes before the scales of Justice an Immortal marks himself forever as an Ishmaelite and not a Shemsu-Heru. From that moment on, he can never go back and will never be accepted by the Judges again. The Ishmaelites follow the same mythic paradigm as their parent Dynasty, but they see the Judging of the soul and the teachings of Ma’at as a requirement for personal responsibility rather than an external expectation. In Ishmaelite philosophy there is no authority in the judges beyond their role as witnesses and when each Immortal comes before the scales of judgement, there is only the individual’s actions and their own heart to be weighed against the feather of Ma’at. They are the final arbitration of whether or not Ammit goes hungry, they believe, and that judgement is a matter of self-fulfilment and personal accomplishment. Everything else is archaic ritual portrayed by Wraith actors seeking to maintain a false hegemony. Wanderers in life, the Ishmaelites are just as trackless in death - they wander the tempest

and travel between the varying Dark Kingdoms and shadow realms, answering some aspect of their nature forever seeking new vistas and varied experience. No other Immortal knows the byways as well as those of Ishmael’s brood and no other Dynasty has quite the same relationship with the Ferrymen and Anubis’ brood.

Organisation The Ishmaelites are not by any sense of the word a society; rather they are the Egyptian mummies who, for whatever reason, do not belong to Horus’ companions and those they created and educated. They may possess any agenda they choose; they frequently develop relationships with each other, sharing the common bond of ‘outsiders,’ but they do not have a strict legal code and any voice of authority the Dynasty has is liable to be short lived by dint of its very nature. That being said, in the early days of the Dynasty a few guidelines were decreed by all present and Ishmael himself did eventually ratify them at least by not disputing them entirely. These guidelines include warnings against stagnation and the wisdom of aiding your allies. The movers and shakers within the Dynasty change on a regular basis as their own stars rise and fall. The Ishmaelite Dynasty, at times, resembles a cult of personality from the outside, with status and position highly dependent on popularity and performance. Those who have achieved the most are given the highest regard, whether that be in the secular world or along the road of discovery. However this has more to do with the Dynasty wide search for higher concepts and higher goals, and the desire to learn from those who have proven a degree of success on that road.

Paths and Houses The Houses of the Ishmaelites are the Houses of the Shemsu-Heru and the Cabiri. They use neither different names nor do they have secret societies, having already established their individuality elsewhere. However the Ishmaelites are far more comfortable with change than any other Dynasty and it is the norm for them to change focus, Hekau path

speciality and Het several times per millennium. Ishmaelies view the Eanead council as the glue which keeps immortal society together and it was the development of the council which drew many of the Dynasty back into the fold. They would take much great effort to preserve the Eanead council than is usually evident among thier number.

Factions The Dynasty is itself a Cult, a branch of the Shemsu-Heru tree, and it can be argued that the Tzadikim and Cabiri dynasties which both owe their existence to Ishmaelites are themselves factions of the Ishmaelites. However, as far as the recognised Ishmaelite Dynasty is concerned, there are specific factions.

The society of Izfet Izfet is the opposite of Ma’at, it is chaos and disorder and everything the Shemsu-Heru detest. But there are some among the Ishmaelites who see chaos as the natural order and the only true way to embrace the philosophy of change. They are far from thralls of Apophis but openly claiming membership in the society would get them named as such and so the faction is a very secret society. They seek to master change and unpredictability, to make them their tool and to not let chaos corrupt them. Members of the Society are often the loudest voice in slandering Horus and his companions for their inability to embrace change and that in itself has put them at odds with many other immortals.

The Khasewet Even given the degree to which the Ishmaelites have been disowned and disavowed by the Shemsu-Heru, there is still a strong bias towards those immortals born of Egyptian tribes over those born from outside the empire. The Khasewet (Foreigners) is a faction that acts much like an action committee to counter this bias and to ensure that Immortals from outside the bloodlines of Khem receive their fair share of the pie. Little more than a voice to remind their brethren of the

need for equality, they are supported by the vast majority of the Dynasty.

Society of Tsenetnofret The Society of Tsenetnofret (the Perfect Companion) is a loose alliance of Undying which came together to provide material and social support to its members. While describing it as a social club would technically be accurate, it would also trivialize the importance of the organization to its members. When one lives forever, meaningful relationships become difficult. It's easy to loose oneself in loneliness, depression, and ennui. The Society provides members with a sense of continuity, companionship, and community in a world where they are often alone. Members make it a point to visit one another, and maintain correspondence through mail (never e-mail; too impersonal) debating philosophy, history, etc.

Weakness (optional) It could be said that turning away from society and culture has left a void in the Ishmaelite soul, and that they are always seeking to fill it. They chase experience and entertainment with gusto, always driven to change what has been and to walk away from the comfortable lives which tempt others to stay.

Oboli Masters and Servants

"That all men are equal is a proposition to which, at ordinary times, no sane individual has ever given his assent." - Aldous Huxley Since Isis first perfected the spell of life in the heady days of the mythic age there have been mummys who became immortal simply because they had the resources to pay for it. True Oboli are created with a specific variation of the Spell of Life developed by Zalmoxis and the Mages of his Cult, however the Dynasty also includes accidental Immortals who were not created specifically by that group. Following the list left behind by their founder, the Veil of Isis gave the gift of Immortality to the slave Zalmoxis and took it upon themselves to educate him in the higher arts of medicine and philosophy. By the first Millennium before the Common era this wandering Ishmaelites had founded quite a network throughout Europe and finally settled in the lands of the Gatae. Still driven by desire for equality and self-determination he sought to elevate the Gatae and then their peers to the levels of the Egyptian heyday. He worked with a handful of Ishmaelite Immortals, Awakened priests and local Wraiths to reproduce the Great ritual, seeking for a way to create fellow immortals without reliance on the Veil of Isis or even on large groups of powerful mages or corruptible Priests. First and foremost he wanted to give the peoples of Europe an Immortal army against Oblivion that was not beholden to or thought unworthy by the Shemsu-Heru. Always the cult laboured to find a way for individuals to conduct the great rite alone and without the need for processes controlled by others, believing that the cults and priesthoods were the strongest link in the chain of enslavement. Slowly successes were achieved, changes were made to the core ritual of the Spell of Life and the focused on the power of the underworld, calling upon the energies of the Ancestors to replace the mortal Priests and embalmers required by Isis ritual. There are those within the Cult who now believe Zalmoxis was guided by the spirit and the will of isis, herself seeking a way to improve upon her original breakthrough.

Unknown to the cult, others were working on similar goals. Mages died and became Wraiths with a memory of the great rite, as did many of the mortals in the Veil of Isis and other mystery cults. In truth, the throng of the restless dead had its own methods of learning the secrets of the living. Though it was rare, some occultists knew enough to correctly preserve their corpse and Wraiths with the right knowledge filled in the blanks in the Underworld. The ability to resurrect certain recently arrived Wraiths to the state of immortality spread slowly through the underworld and Immortals began to appear with no Dynasty to lay claim to. Eventually Zalmoxis achieved what he had set out to do, but the end result was not the victory he had envisioned. The new road to eternal life did not free people, it did not act as the great equilizer in Immortal society, in far too many cases it acted as a shortcut to greater enslavement. Those who sought Immortality without the Veil of Isis or a similar priesthood were at the mercy of others, most usually the Dead, and often had to promise servitude or pay dearly for the aide they required. Too late did Zalmoxis come to see that the energies required by the Spell of life must be balanced, for the Immortals stood with a foot in either realm. The Dead wanted something of the living world in payment for their services, whether that be relic wealth or an agent in the skinlands, and the Oboli had no choice but to pay it to satisfy the balance of the Spells magic. In fact it seems that without some form of bargain in which the Oboli sacrifices something to his sponsor, their spell fails to take hold. Within a decade of achieving his goal, Zalmoxis disappeared from sight and left his cult to teach his version of the Spell. Memory of Zalmoxis eventually merged with the myths of the God-on-horseback Sabazius, the Thracian Dionysus or Zeus and he was elevated to demi-god status by those he taught and the unenlightened mortals who served them. Some considered him to be a sky-god, a god of the dead or a god of the Mysteries. Those rare few Dynastyless Immortals soon found their way into the burgeoning Cult and

various myths and legends were added to the melting pot, along with allies and debts. The Cult of Zalmoxis continued to teach the spell and many of the original mages hoped to become Immortal themselves once they did finally pass beyond the shroud. In the meantime they focused on collecting wealth with which to pay the dead and on furnishing the Underworld with Wraiths willing and able to help them complete the ritual. From this Cult the Restless Dead (and several of the soon to be dead) learned all details of Zalmoxis Spell. The Wraiths of Charon's Kingdom began to understand how that knowledge could make them powerful in the afterlife off the desperation of others. nd so becoming Immortal with the altered ritual became a matter of commerce, and only those who could pay the toll could return to eternal life. Those who were successful grew into a Dynasty and took the name Oboli after ‘Charon’s Obol’, the coin or Totenpass placed with the dead so that they might pay for their journey across the river of death. Their unity was based upon the need for resources as much as devotion to the mythical Zalmoxis. Historically it was more common for the dead to be buried with a single coin and for that coin to be placed in the mouth or even within the clothing. The practice of sending the dead on their way with two coins over the eyes probably stems from allegorical teachings of the Oboli Dynasty itself. The two coins serve the plot of such tales by providing fare for the return trip as well as the initial passage across the river; suggesting the soul’s rebirth. That each eye is uncovered with each payment hints at the awakening and new insights the immortal gains along the journey. By the time they were officially recognised as a distinct Dynasty it was too late to tell if greedy and powerful men were spiritually destined to become Oboli or if they were simply in a better bargaining position because of their accumulated wealth. Over the centuries many Oboli have sought a spiritual path by following the mysteries of the earth. They are often happy to point out that chthonic deities such as Hades, Pluto, Cernunnos, Yaksha and

Cratylus as well as psychopomps like Hermes were often also the Gods of wealth and commerce. The priesthood of the Oboli couch thier teachings in terms of masters and slaves, using phrases and symbology that echoes this belief such as chains and locks. But the darker truth is that the Dynasty makes slaves of its own. Zalmoxis withdrew from his experiment in the belief that he had made matters worse and that all the immortals he created were worse slaves than he had ever been. His Cult and those who buy its secrets have allowed that prophecy to become self fullfilling. Many powerful men have been known to seed the underworld with willing servants before they die in the hope of using their enslavement for their own rise to resurrection. Sacrificing their dupes or willing acolytes to learn the secrets of Immortality ready for when their master dies. Outside of those gifted (or cursed) with Immortality by the Cult of Zalmoxis, the Dynasty includes kings and nobles, heroes and misers buried with their wealth as well as those who already knew of the possibility of Immortality; occultists and those who already had truck with the dead. Because the Oboli are often wealthy and powerful in life they cross the shroud with quite a significant haul of Relics or favours to trade. It could be hoarded treasures, sacrificed vassals or grave goods when an Oboli-to-be is reaped he is somehow able to pay off his reaper and still retain enough afterlife currency to buy his way into the hallowed halls of the immortal Oboli with what is left. One Oboli may have been the chieftain of a great kingdom, buying his place in the dynasty with the souls of the attendants killed to accompany him into the underworld. Another could have been a rich widow whose relic cash caught the eye of a knowledgable reaper. Another might have been the sports car driving svengali of a death cult who traded favours from his congregation and unnamed services from himself once back in the skinlands.

At Death Even the earthly Cult of Zalmoxis is unable to create an Immortal on their own because their founder finished his research in the underworld and much of the requirements of the spell as they know it require that it be performed by Wraiths (not Immortals in their Death cycle). Thie culmination of the Spell can only be cast in the Dark Umbra and complete understanding of its subtleties are lost to anyone who takes physical form (including Risen and Wraith skin-riders). Because of this peculiarity there are small circles of secretive Wraiths who master the art of conducting the Oboli Ritual of rebirth and who make the most of the payments they receive for such knowledge. How each Oboli finds the Wraiths to help him enact the ritual and what he pays them for doing so is unique to each case. The quest to become a wraith, to ensure ones corpse is properly conserved and to enact the ritual of rebirth before the opportunity is lost can fill an entire campaign on its own. The pitfalls, betrayals, accidents and failures that can prevent a dead man from completing his journey towards resurrection are varied and endless (see Wraith: the Oblivion).

Organisation Because of the original desires of the Dynasty founder and the cult he left behind, a great many of the older Oboli were slaves or from among the lowest castes in society. However it is often the rich and powerful who managed to buy resurrection and so the Dynasty is a study in contrasts. The Eldest retain a spiritual or vengeful demeanour while the majority of the Dynasty seek only more power and more wealth. Before the Oboli emerged as a power among the Immortals sometime in the ninth century AD, its membership to be had to employ various means to get by. Some set themselves up as petty Princes; while others like Midos played upon the Hekau they could master to impress mortals and Immortals alike. Returning from the dead can often guarantee an Immortal a following of willing subjects. At

least one Egyptian pharaoh, rich with grave goods, managed to pose as a member of the Shemsu-Heru. Claiming he had been created while the veil of Isis was adrift. As they grew into an organised society around the faltering Cult of Zalmoxis, the practice of deception and misdirection remained. The habit of forming close knit cells of fellow Oboli with pyramid shaped hierarchies has also become a mainstay of the Dynasty. If it wasn’t for the preaching of the Cult of Zalmoxis the entire Dynasty would likely be viewed as a group of Ishmaelites. By making it clear that their founder was foreseen and chosen by Isis, Immortals of the central cult have parlayed their minimal status into a grudging recognition by the other reborn and eventually into recognition by the Eanead council. Zalmoxis himself was constantly disheartened with the results of his experiments and by what individuals would do to gain Immortality. More and more Wraiths enslaved themselves for the chance of resurrection and the very society of the Underworld itself trundled towards a slave society. The rise of the Stygian empire was the final straw for Zalmoxis and almost all of his peers believe that he fell to Oblivion through heartache and the belief that he had failed. However the core cult within the Dynasty feels very differently about their founder and honours him as a true visionary. They point to the fact that Isis herself was said to have decreed his resurrection and that his vision gave birth to one of the Eight Great Dynasties of the Ogdoad. Because it is the Cult of Zalmoxis around which the larger Dynasty is arranged, even those who found their way to immortality alone tend to hold the founder in some degree of worth and many have come to believe (or desperately hope) that it is through the teachings of his cult that they will finally be freed from their debts.

Magic The Spell of life which creates the Oboli is perhasp the most clearly altered from the original. Its prime requirements have changed and the initial stages of body preservation are now even more vital. Without strenuous efforst

to keep the khat in pristeen and complete condition (mummification, carbon freezing, air conditioned vault), the spell will fail. Without prior knowledge of the spell it seems that very few mortals of normal means will have go this far to preserve their remains and that is perhaps why it is only the rich and powerful who are approached after death by Wraiths selling Immortality. If the conditions of body preservation are met, the Dead individual can enter into a bargain with a Wraith and undergo a rite far darker and more psychologically damaging than the original great rite. Through the powers of the underworld the preserved body is resurrected and the various parts of the soul may be rebound to it on the path of the Undying Immortal. At that point the Oboli is no different in any way from members of the other seven Dynasties.

Paths and Houses By the time the Oboli rose to take their place as the eighth Dynasty, the Eanead council had long been established as the status Quo among Immortal society. They saw no reason to rock the boat and soon came to learn that there was far more to learn at the foot of such teachers than there was from going it alone. The Oboli use the standard names and appellations for the houses, having made very little obvious impact to their ancient practices. As with so many things, the Oboli learned the paths of enlightenment just as they are taught by the majority of the Immortals. The cult of Zalmoxis prefers the path of Liberty or even the Wat hor, while others in the Dynasty choose paths that suit their individual morality.

Factions Though there is no organised faction of the Immortals not created from within the cult, there is an obvious delineation between the Cult of Zalmoxis and ‘everybody else’. Those who joined the Dynasty out of self-preservation and who have not taken up the fervent worship of Zalmoxis are and always will be on the edges. They can put pressure on the central

authority at times, but rarely have a Dynasty wide goal that would encourage them to do so. For the most part the Cult of Zalmoxis governs the Dynasty and the many ‘outsiders’ simply pay lip service to their rules and go about their own business as usual.

The Cult of Zalmoxis (see Mount Kogaionon in the Oboli shadow realms section). Despite Zalmoxis wishes, the Dynasty he created still need a support network and for the eldest and most social of them that support comes from the Cult of Zalmoxis. Nothing like as large as the Veil of Isis this society exists in a few centres of population, often places that claimed to support freedom or equality, and work to continue the work of their master. The cult still believes that the gift of immortality can be used to grant freedom to the enslaved, that when they succeed in finding what Isis indented them to find they will be able to guide all Immortals, indeed all humanity, towards some great achievement. The only time these aesthetics ever make themselves known is when they find themselves unable to remain outside of mortal struggles for freedom. Rumours persist that they have had a hand in countless coups and freedom struggles, and they are all too open about their role during the American civil war.

The Saboi (see Saboi in the Oboli shadow realms section). The Saboi stand out in the Oboli because they have embraced a far more radical faith and worldview than almost any other member of the Dynasty. They believe that Zalmoxis was not devoured by Oblivion but that he did in fact face the terrors of the labyrinth and return rejuvenated. No longer a seeker after spiritual or society equality, he became a vital warrior and hedonist bent on taking what he wanted. The Saboi are often foolhardy and Bacchanalian, desperate to quaff as much as possible and then rush headlong into battle with the forces of Izfet.

The Department of the Liches A small number of former Mages and their Acolytes, the Liches have banded together out of a shared sense of superiority and culture. They tend to chaff under the dominance of the Het, having struggled to the lofty heights of magical expertise once already before having to start once again from the bottom with Hekau. Over the years many of the Liches have believed that their understanding of true magic would grant them a quicker grasp of the new philosophies, and all have been sorely disappointed. Now they retain cohesion as much from a shared disappointment in their setbacks as they do from their unique mortal philosophies. The Liches and the Cabiri, much to each others surprise, do not bond particularly well over Hekau or past lives.

Der Ring des Nibelungen Led by an Immortal known only as Alberich, der Ring look towards chthonic myths and legends for their lessons and have taken the focus on wealth and commerce to its ultimate degree. Rumours insist that der Ring had a hand in the underworld slave trade (through Wraithly employees/employers) as well as maintaining caches of hidden treasure. With a healthy membership of miners, tunnellers and artisans they have strong contacts in the Guilds as well. The Cult of Zalmoxis and der Ring see each other as dire enemies and have been waging a hidden battle for centuries.

Portorium (the Toll) The Portorium are bankers for other Immortals, acting as a safe haven for wealth as well as investment advisors and financial agents for the reborn. While ensuring that death and long periods without activity do not empty an Immortals bank account, they also maintain Tombs, sanctuaries, sepulchres and temples for the Immortals. Over the past two centuries, the Portorium has created and advanced several mega corporations to act as fronts for their investments and while they always look out for their own finances first, they are willing to share much of their skills to those reborn who are willing to pay for the wisdom. in recent years Horus has taken a

much firmer grip on the Portorium and it can be said that they are a tool of the wider Immortal society rather than the independent body they once were.

Naulum (the boat fare) The Naulum maintain their greatest resources in the underworld, trading with both the restless dead and Mummy’s in their death cycle to provide protection, guidance and support for a nominal fee. They own and run several Tempest going vessels and caravans through the Shadowlands, transporting relics and wraiths through the troublesome domains. At some point in history, the Naulum managed to gain the attention of the Ferrymen and these enigmatic Wraiths have continued to look upon the group with trust, no doubt aided by the fact that the Immortals and their agents charge far less for the services they offer than the open market could feasibly support.

Weakness (optional) All Oboli are indebted to the restless dead in some way. Each debt is unique and specific to the Immortal but they tend not to demand anything extreme and would not cripple their resources. Most debts consist of a small tithe while in the living lands and the expectation of some future quest or task being fulfilled.

Shemsu-Heru Devotion and Unity

“If you were to destroy in mankind the belief in immortality, not only love but every living force maintaining the life of the world would at once be dried up. Moreover, nothing then would be immoral, everything would be permissible, even cannibalism.” - Brothers Karamazov, Pt 1, Bk i, Ch 6

are the de facto leaders of Immortal society, having perfected many of the tactics and taught their lesser siblings the paths of Hekau they are simply revered, often grudgingly, due to their seniority. When the Ishmaelites travelled to Mesoamerica and the orient to share the great rite and give birth to the other dynasties, they still considered themselves Shemsu-Heru. The tales of the first Immortals passed into the legends and myths of all the Reborn and most Dynasties held them in reverence without ever having met them in person. Once the Dynasties began to come together and the concept of an Immortal Society began to take shape, the reverence in which the Shemsu-Heru had been held went a long way to helping establish the pecking order and despite the fact that they didn’t always live up to expectations, nobody has yet felt the need to topple them from their pedestal. During times when it seemed a new order might be ready to emerge, external events conspired to remind the rest of the reborn just how completely they needed the leadership and guidance of the Companions. Many Reborn view the Shemsu-Heru as arrogant and unyielding, but they also recognise what the Dynasty has achieved and what it has allowed the younger Immortals to achieve.

The Shemsu-Heru were created either by Isis herself, of by her cult after she died (if she truly did die) and their mission to dethrone and destroy Set evolved into a quest to defeat the Vampires true master, Apophis – the maw of Oblivion. For the last six millennia the Shemsu-Heru have continued in their holy war against all the forces of darkness, chaos and ultimately, the very concept of Izfet itself. Their devotion to Ma’at and to Horus are legendary, their code of honour austere, but the Reborn are as fallible as any mortal human and it has been such a very long path to achieve their goals. Sometimes these devout warriors and ancient heroes lose their way, either through ennui or hubris, sometimes through corruption, and while they are recognised as the best immortal society has to offer, they are an awful long way from perfection.

Many of the perceived flaws that serve to drive a wedge between the companions and the other reborn are the result of their own immense age tied with their birthright as the chosen of Isis. The Shemsu-Heru benefit from the guidance of Godlike entities and traditions begun in the Mythic age. When Horus was created, Caine still ruled Enoch and the 13 founders of the vampire Clans openly dominated their people. The traditions and laws the Dynasty follows were given to them personally by living Gods and many of the Companions believe that Horus, their ever present leader, is himself a God. With such an ancestry, it is no wonder that the ShemsuHeru are guilty of vainglorious pride and conceit. It perhaps must be conceded that thier opinions are completely justified!

Because of their unity and the self-confidence brought on by experience the Shemsu-Heru

For two millennia the Shemsu-Heru were the only Immortals in existence and they fought

the war against Apophis unaided. The eldest of this Dynasty are at least twice as old as any other Immortal, and it is to their desires that the Veil of Isis still tends. The dark Kingdoms and the empires of the dead were distant possibilities when the Shemsu-Heru founded their own shadow realm of Amenti, many of the Arcanoi of the Wraiths are little more than the restless dead’s attempts to replicate the effects of Necromancy Hekau. At its heart, the Dynasty still views itself as that army of the faithful dedicated to the battle against Apophis and his earthy prophet Sutekh. Warmaster Horus himself sees the destruction of Set as the core goal of his Dynasty, the method by which Oblivion will be defeated. He is a general of astounding Genius, but his foes are as easy to pin down as smoke. As Set is the God of darkness, evil and Izfet, so the Shemsu-Heru must continue to be the paladins of light, virtue and Ma’at. This is the true reason for the Dynasties rigid code of honour and its demand for dedication. Horus and his inner circle are losing ground however, the vampires continue to dominate the cities and their curses have robbed Khem of the Silent Striders and the Bubastis as a viable presence. Oblivion and the Wyrm grow stronger and stronger while the world has all but forgotten about the old Gods and their laws. Effective leadership of Immortal society is always just out of reach; rifts have been formed by the Shemsu-Heru’s own actions, or because of the cultural differences of those concerned. While the other reborn respect the capabilities of the first Dynasty, they rarely trust them entirely and most find it hard to call them friends. After all the Shemsu-Heru wanted to eradicate the first new dynasty they learned of, the Cabiri, and they have never been quick to treat others as equals.

At Death Amenti, the dark kingdom of sand, is by far the largest of the shadow realms, and the model for all of the other immortals underworld domains. This Kingdom contains many cities and was at one time even larger, larger even than the modern day Dark Kingdom of Iron could have hoped to have suppressed. Even

with its vast wealth and resources, Amenti never sought to dominate the Underworld and simply took steps to mask its presence when the Wraiths founded their own kingdom. Shemsu-Heru are met at death by a ferryman, nearly always one who claims to be Anubis himself. This Ferryman leads the newly dead Immortal to Amenti where they are free to reside in safety or dabble in the affairs of the underworld however they see fit. Though the immobile Wraith of the vampire Antediluvian Osiris sits upon a throne here, it has been many centuries since he has even appeared to notice what takes place around him. Governance of the City is carried out by ancient Wraiths who once served as Osiris courtiers in death.

Organisation The Shemsu-Heru have a unity and fraternity to be proud of. They have maintained a close and reliable network down through the centuries that can be called upon by any Immortal faithful to the Wat Hor. Their reactions to any event is laid out for them by the governance of Horus and by the expectations of Ma’at. Organised like a kingdom, with Horus as general and King aided by Viziers who follow his orders without question. Those below the inner circle have more freedom to operate but a direct order from their God-King is unlikely to be ignored. Since the fall of Khem to Alexander’s forces in 332 BC the Shemsu-Heru have treated Amenti as its capitol, and they all but abandoned the land of their birth after the rise of Islam. Even during his time in the lands of the living Horus rarely resides in Egypt anymore, preferring to dwell among the Veil of Isis or in his current favoured castle in the Alps. Egypt is their spiritual home but rarely their physical one, without the temples to the gods or the language of their childhood it has become a foreign land to them and they have left it to the Vampires and the Ishmaelites. In the final nights of the 20th century a new mood emerged within the Dynasty. There are now Immortals in the Shemsu-Heru who believe in the cause, in the battle and the need

to keep Ma’at, but who have lost faith in Horus himself as the ultimate Prophet of the way. As difficult as it is, they have begun to question Horus and his lieutenants, to demand changes, new tactics, an admittance that the status quo and the old traditions has failed. This isn’t a new trend, it has happened countless times through the groups long history, after the first and second Intermediate periods of Khem, when Alexander invaded Egypt, when Rome was at its height and when the empire fell, when millennial fever struck a thousand years ago and a few times since then. In the end it is always the experience and the tested methods that return the Dynasty to its united state, a few members may have left to become Ishmaelites, sometimes new Immortals are created, but in time things always returned to normal. However there is one difference in this version of the eternal cycle, and that is people are talking openly about the inevitability of such habits. For the first time in its long existence, members of the Shemsu-Heru have begun to believe that victory is in fact impossible. They have lived long enough to see everything they have experienced come around many times, and even the spectacular and unique has become repetitive habit. There is a growing belief that the reborn can expect only two things, those who remain loyal to Ma’at can expect an eternity of war, just keeping Oblivion from completely devouring the worlds, and those who prove unworthy of the task will simply add their weight to the scales on the side of the enemy.

Paths and Houses The Wat Hor (way of Horus) is a strict code that governs the Shemsu-Heru - it governs every aspect of the Alpha Dynasty, from ritual observance to laws and communication. In many ways the Shemsu-Heru Dynasty resembles a religion, with a God and his Prophet at its head and a set of commandments to be followed without question. Membership in the dynasty means as near to absolute adherence of the code as can be portrayed and at least two thirds of the

friends of Horus truly take the worship of Horus to its ultimate extreme. Some of the most terrible acts committed by the Shemsu-Heru are rationalised away by the commandments of Horus, he who must be obeyed and it might be easy to portray them as fascists or zealots. However the strict code of honour that binds the companions together has also preserved them through countless millennia and has allowed them to inflict more defeats upon the forces of Apophis than the remaining seven dynasties and their Wraith allies combined. The demands of the Wat Hor are truly no harder to follow than the path of Bushido or the requirements of most hardliner religions. It supports and directs its adherents, but they remain intelligent and free willed warriors to the cause. Many of them have met the Gods themselves and would laugh at any who suggest that Osiris or Sutekh were anything other than deities. Each death allows those who walk this path to pass the harshest judges in creation and reminds them that remaining faithful to Horus is clearly the way to walk wholly in the path of Ma’at!

Factions While there are Companions created after the golden years of the Veil of Isis who view Horus as a literal God, many of the elder members have a more balanced view of their leader. The problem has always been that there is more than one Horus in the Egyptian pantheon. There is Horus the Sun God, a version of Re, and then there is Horus the son, offspring of Osiris and Isis. The leader of the undying Shemsu-Heru is only Horus the son but his followers and many others from lesser Dynasties elevate him to the role of Horus the God. Although they rarely come to blows over their different beliefs, it is a distinct gulf between the two largest factions within the Dynasty.

The Siheru (Son of Horus) or SitHeru (daughter of Horus). This is the title usually given to those who believe Horus is both the God and the man, and they often add the title to their name. They also adopt names such as Herumes or Herumoses (Born of Horus) or Herunefer (Beauty of Horus). The faction has many similarities to a fully fledged church and given where Marianism originally came from that’s hardly any wonder. The Siheru could conceivably be called the hardliner faction within the Dynasty, devoted to the Wat Hor almost to a man. They regularly break out into open condemnation of the Ishmaelites and the Dynasties they have created and even on their best behaviour they remain convinced that only the Shemsu-Heru alone have earned the right to eternal life.

The Het-hert The Het-hert (house of Heru) are those Immortals, often among the oldest of the Shemsu-Heru, who imbue Horus with no Godly status beyond being a prophet of Ma’at and the avenging agent of his father Osiris. The Goddess Hathor’s name has much the same meaning and this is something the group is keen to elaborate upon. Hathor is the Goddess of motherhood and using her name reminds the Immortals that it was Horus Mother Isis who gave them the gift of eternal life. The Het-hert had a very close relationship with the veil of Isis and even in the final nights they are the cults greatest supporters and allies. Preferring the Path of Ma’at, they HetHeru are without a doubt the most moderate faction within the Dynasty and without them the Shemsu-Heru would never have come to accept the other Dynasties as equals.

Menmaatre The Menmaatre (eternal is the justice of Ra) are a close-knit sect of special agents drawn mostly from military or noble backgrounds. They take the battle against the enemies of Ma’at very seriously, and are loyal to the ideal behind the Dynasty. For every negative

rumour floating around about the ShemsuHeru, there is a Menmaatre hero to cast doubt upon it (or to make the rumour monger dissapear). Down through the long history of the Shemsu-Heru the Menmaatre have been the secret police punishing traitors, infiltrators sent into the labyrinth to battle spectres, death squads tasked with the eradication of the bastard Dynasties, assassins employed to topple Sutekh’s thralls and even monster hunters set to kill the undead themselves. They are experts in tracking, battling and killing vampires and other monsters and they have also perhaps the greatest understanding of how to utterly destroy an Immortal. A skill they claim is used to kill the Bane Mummies but which has been used at times against the Cabiri, the Oboli and the Ishmaelites.

Wahankh The Wahankh (strong in life) are a new and still highly secretive faction within the Dynasty, a result of the whispered changes in ShemsuHeru philosophy. They have come to believe that the actual defeat of Izfet is impossible, if not to be actively avoided at all costs. They no longer see victory over Apophis as their ultimate goal. Instead they seek to preserve the world and the balance by keeping the forces of Darkness in check. Hushed whispers have been voiced to the effect that the Wahankh might one day have to undo the very forces they fight beside if it looks as though the balance swings too far in favour of the armies of Ma’at. A few Immortals from other Dynasties have come to share the beliefs of the Wahankh but for now it is mostly made up of Shemsu-Heru. To openly speak such heretical beliefs to non members would invite destruction and so the sect grows slowly and makes no overt moves to evangelise its viewpoint. For now they simply collect evidence to support their belief and take comfort in knowing the truth while redoubling their efforts to keep fighting the fight.

Tepemkau The Tepemkau (best of souls) were formed in Amenti while Neter-khertet was in its golden

age, they have a first-class pedigree in the Underworld. They are masters of Necromancy and have a network of allies among the various factions of the dead, from the guilds to the legions, with a working knowledge of the far shores the Hierarchy would be jealous of.

Tzadikim Faith and Virtue

Occupying a position of power and influence in the shadow realm of Amenti, the Tepemkau operate with a degree of autonomy from Horus and the Inner circle, preferring to safeguard the Dynasties underworld holdings and to serve as guardians of the Ba of Osiris. In fact members of this select group claim to be the last individuals to whom the Vampire Antediluvian ever spoke and they are not afraid to remind the rest of the Dynasty of this fact when it can gain them some leverage. One of the practices of the Tepemkau that Horus is less than pleased with is their jury tampering. While it was common for temple texts, such as the papyrus of Ani, to include spells and cheats to ensure that the deceased could pass the tests of the negative confessions and not be turned over to Ammit when his heart was weighed against the feather of Ma’at, the Tepemkau went a step or two further. They have developed ways and means to ensure that the reborn come off favourably when they are judged by the 42 gods of Amenti and have been known to sell these spells not only to other Shemsu-Heru, but to Wraiths as well.

Weakness (optional) The Shemsu-Heru have weathered the centuries as part of a close knit and well orchestrated group but the price is that they function ineffectually on their own. Without companions to share the burden or followers to delegate to the lone Shemsu-Heru suffers doubts and lack of focus which may culminate in increased Difficulties.

For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places. - The Epistle of Paul the Apostle to the Ephesians, 6:12 The Tzadikim are the Immortals whose roots are scattered across the Middle East who maintain a sense of purpose matched only by the Shemsu-Heru, an unflappable vision of their worth and a belief in their divinely ordained function. Their name comes from Talmudic tradition which speaks of the Tzadik Nistar or lamedvovnik, the 36 Tzadikim (Righteous or Saintly people) of each generation. This tradition says that at least 36 anonymous Tzadikim are living among us at all times; and it is for their sake alone that the world is not destroyed. Through history this accolade has been applied to nobility and political leaders, or to messiahs and prophets, but whatever the human interpretation of a righteous man became, all Tzadikim were created because

they fitted that model at the time in history. At times the meek have been lauded over the powerful and the Tzadikim dynasty includes beggars and kings and everything in-between. The first Tzadikim were created in Elam (now Iran) at the height of Elamite society, but the exact details of the first are long forgotten, the myths and the mysteries which recorded such facts having long since been put to the torch by zealous newcomers in the Dynasty. The legends speak of a semi-mythological figure named Dumuzid (called Elijah by Tzadikim of the Jewish faith) who was the first of the Dynasty. His story is a metaphorical blueprint for the Immortals themselves; acknowledging sacrifice of the self to God and service to others, the need to obey the commands of the divine and how obedience and conflict are at the heart of everything. Conflicting stories and incomplete memories differ as to the circumstances that led to the creation of this non Egyptian immortal, but while some believe the Veil of Isis shared the secrets of Immortality willingly, most believe they were stolen or traded by a traitor, probably one of Ishmael’s creed. Whoever the first Tzadikim was, he did not consider himself part of a new or separate dynasty – there were no Dynasties then. These Immortals were ruled by the ShemsuHeru just as their lands were dominated by Khem. Certainly the first immortals from the eastern empires maintained a relationship with the Shemsu-Heru just as temperamental and delicate as those Ishmaelites born within the borders of Khem. They haunted the edges of Horus domain and were accepted into the more progressive houses of the time to learn about the paths of Hekau and share their own discoveries. The Mystery Cults of Osiris and Dumuzid had an even more fruitful relationship. For centuries, the Ishmaelites of the eastern kingdoms and the Shemsu-Heru maintained this uneasy truce, if not exactly an alliance but then the Hyksos (Habiru) came to Egypt in an hour of its weakness and took the Throne from the rightful rulers during the second intermediate period.

The Hyksos took a great deal from thier time in Khem and much of the Empires philosophies shape the Tzadikim dynasty to this day. It was in this age that Osarseph was given the gift of Immortality, the man who went on to officially found the dynasty after he saw the unity of the Shemsu-Heru. He built up a following amongst the Hyksos, using his resurrection to sway the mortals and his charisma to band the undying into a formidable sect. He grew to become the leader of the Asiatic Immortals and when the Hyksos were finally driven out of Egypt, Osarseph and his cult went with them. Osarseph and his group were greatly taken with the emerging religion of Canaan, based as it was on the Egyptian mysteries. The elder Immortals of the Middle East welcomed thier countrymen and made allowences for thier curious faith, much because they too fell under the spell of this Charismatic leader. Methodology and tactics employed by the Shemsu-Heru were embraced, and the protoTzadikim welcomed the insights into the threats of Oblivion. Osarseph, having insight into Horus through the Cult of Isis, shaped the disparate Immortals into the new dynasty of the Tzadikim. From that point on, all new Immortals created with his stolen Spell of life were first veted to ensure they shared the founders’ faith. Slowly and surely the Tzadikim began to polarize and two distinct strains emerged depending on which side of the second intermediate period the Immortal was created and whether or not he or she embraced the new faith. The older Immortals who came before Osarseph became known as the men of renown, or simply the renowned. Those who came after and who followed the teachings of the book came to be known as the Chayot, the living creatures. The latter quickly rose to lead the Dynasty while their elders withdrew to study the mysteries and avoid being murdered by the former. As much as the younger Immortals would have loved to have followed the example of their mortal kin and forced the entire world to convert to their new faith on pain of death, they could not achieve that with their own Elder brethren. Torture and execution are poor tools

of conversion when used against the undying and these Immortals luckily had no knowledge of how to truly destroy the original Immortals of the Middle East. A state of stalemate developed between the two factions when the newcomers realised they needed the elders to teach them Hekau (they lacked any other allies to do so at this point), a state which continues to this day. For the last 3 millennia the Chayot have been maintaining control of the Dynasty and working to create a world in their image while the Renowned have focussed on seeking enlightenment and remaining worthy of their accolades. All Tzadikim were considered worthy of the title tzadik, "one whose merit surpasses his iniquity," during their lifetime. They were chosen because early Mages or the Dynasty itself considered them to be saintly enough that the demiurge would not destroy his creation while they were still a part of it, whatever that meant in the current philosophical climate. This could be as simple as being popular with the faithful or exemplifying the vitures of the faith, but it often demanded that the recipient be predestined and ‘have no evil inclination’. Both camps believe that the Soul and life comes directly from the divine and so to retain that which was only lent out, the Tzadikim must continue to be of service. This service must be to humanity according to the the men of renown, or to God specifically according to the Chayot. The Dynasty observes a simple truth - "He who breathed life into man, breathed from Himself."

At Death The Tzadikim word for the Sahu or Wraith is Etemmu and at death it separates from the physical corpse (the Esemtu). The Etemmu or death spirit is not considered the life force or soul but it is the mortality of the being, the reason a living person dies. It is this portion of an individual which passes into the underworld. In the earliest myths man is created from the flesh of a God or Gods, but the Etemmu makes him less than a god, he can die. When the Tzadikim enters the underworld he must find his way to the Palace of Ganzer. The

first journey to that secret location is often aided by Akhkharu; Wraiths who know the way and who demand payment for their services. Tzadikim pay with the Relics they carry, created from the rich grave goods interred with them as part of the spell of life. Some Tzadikim are fortunate enough to be given an Amulet by a fellow Immortal which allows them to gain the Akhkharu’s favour and to carry on without further need to pay the tolls and tithes of the underworld. Once they come to Ganzer the Tzadikim must deal with the gatekeeper; who goes by Nedu or Neti among other names. The first time a Tzadikim seek entrance this is fearsome looking Wraith takes even more payment, exhausting the Relics the immortal has remaining. He takes particular interest in any protective spells and amulets the Wraith carries with him, removing them before the Immortal can pass beyond and leaving the traveller striped of his magical wards and protections. He leads them through seven gates, just as Inanna was led through the seven gates, and he takes a payment for unlocking each portal. Those Wraiths who cannot pay with relic or soulforged coins must pay with memories or passions, sometimes even with a term of service or pieces of their very corpus. Nobody living, dead or undead gets through the seven gates for free until they have been marked and nobody gets marked until they have passed through the seven gates at least once! The last thing Neti removes from the Tzadikim is the Etemmu itself, and with that gone the Tzadikim truly loses his mortality. From this point on the Spell of Life can truly be said to be complete and the ever living Tzadikim has achieved immortality. Neti uses his Molaite to forever mark the soul of the Tzadikim and he or she passes beyond the Palace of Ganzer, never needing to pay the tolls again. The Tzadikim are judged by the Anuna just as the Shemsu-Heru are judged in Amenti by the 42 judges of Ma’at. Those not found worthy suffer greatly as their corpus is hung upon a hook until another agrees to take their place.

Organisation As has been said, historically there are two distinct and separate phases of Tzadikim history and thus philosophically there are two clear camps within the Dynasty itself (see factions below). The Renowned date from before the Egyptian new Kingdom, and the Chayot date from after that period and the creation of the Jewish faith that followed. The unity and fervour of the Chayot has led to their ascension as the dominant sect within the Dynasty and many of the Renowned have either abbandoned their philosophies and their faith or pretended to do so. The remainder have retreated from wider dynasty participation in the lands of the living and often prefer time spent in the underworld. For the past three thousand years the Tzadikim have been dominated by the Monotheistic faith of the Hebrews and its teachings. Even though the dynasty was founded by divergent Pantheistic cults and traditions, it was the emergence of the Jewish religion that brought the Immortals together into a single cohesive unit. Without the mythology and law of that movement the Tzadikim would not exist and its members would be Ishmaelites. Even the Renowned accept that without unity they would likley have been eradicated by the Shemsu-Heru during the times of warfare. The Tzadikim dynasty is inclined to benign deceit and misdirection, it teaches such skills to its members and respects those who are adept with such tactics. At the heart of the Tzadikim personality is the complex system of ritual politeness – Taarof – that governs the subtext of life. Hospitality, courting, family affairs, political negotiations; Taarof is the unwritten code for how people should treat each other. The word has an Arabic route, arafa, meaning to know or acquire knowledge of. But the idea of taarof – to abase oneself while exalting the other person – is Persian in origin. Described as ‘fighting for the lower hand’, but in an exquisitely elegant way, making it possible, in a hierarchical society, ‘for people to paradoxically deal with each other as equals.’

Those who live in the lands once dominated by the Persians can get so caught up trying to please, or seeming to, and declining offers, or seeming to, that true intentions are hidden. There is a lot of mind reading and lighthearted, meaningless dialogue while two parties go back and forth with entreaties and refusals until the truth reveals itself. In part, it is these layers and smoke screens that allows a dynasty apparently dominated by belief in a jealous God to secretly include varying beliefs and mythologies. The way to succeed among the Tzadikim is to be good at masqing your opinions and emotions. Being smooth and seeming sincere while hiding your true feelings – artful pretending – is considered the height of taarof and an enormous social asset. The Tzadikim never shows his intention or his real identity. They make certain never to expose themselves to danger, because throughout history they have had to weather many dangers, not least of which was the danger of their own changing dogma. A major factor in the Tzadikim dynasty is the concept of geography as destiny. If you draw lines from the Mediterranean to Beijing or Beijing to Cairo or Paris to Delhi, they all pass through Iraq, Iran, and the Middle East, the lands straddling a region where East meets West. Over many tens of centuries, a blending of the hemispheres has been going on here – trade, cultural interchange, friction – with the Tzadikim smack in the middle. When the land was being over run time after time there was nowhere to run to and so the locals stayed. They got along, they pretended and they made Taarof. As a saying goes ‘the tree here has very deep roots.’

Magic There is a heretical school of the Necromancy path that first surfaced in Babylon and which still circulates between certain members of the Tdazikim Dynasty. These spells deal with the summoning of demons and Spirits not tied to the Shadowlands in any way. While outlawed by the Chayot masters of the Tzadikim, there are still some among the renowned who continue to pursue this path and who are

sometimes willing to teach it to others. The Demons summoned can act as servants or tutors, guardians or even lovers. The application of Nomenclature can even allow the summoning and control of far greater entities and the last inquisition caried out by the Tzadikim against these Necromancers was met with claims that, if allowed to explore, they could use the spells to battle the servants of the Adversary.

Paths and Houses Originally the Tzadikim referred to the schools of Hekau and the virtues by the names of their own Gods; Alchemy is the focus for the House of Namtar, Amulets of the House of Kothar, Necromancy the House of Ereshkigal, Celestial the House of Anu, Ushabti the House of Marduk, Nomenclature is taught by the House of Nabu while Arcanoi is the focus of the House of Nergal. Integrity is upheld by the House of Gula, Joy by the House of Qadeshtu, and Memory by the House of Ninurta. The Houses of the Cheyot Tzidikim have no set names based on Gods or Mythological figures. Instead they are named for the Sephirot (Sephiroth) on the tree of life: Binah (Alchemy), Da'at (Celestial), Hod (Nomenclature), Malkhuth (Necromancy), Netzach (Arcanoi), Tiferet (Amulets), Yesod (Ushabti), Chesed (Joy), Chokhmah (Memory), Gevurah (Integrity). Although the Chayot consider all other Immortals as infidels and pagan’s, they have managed to come together with the reborn in the Eanead council for the sake of creation. However there are far too many tales of Chayot Immortals ejected from a group or het because of their evangelism and religious fervour. Over the centuries the two factions have developed a way of avoiding the most contentious topics and those tactics have slowly filtered through the Het themselves to allow less fractious debates and study. Most commonly known of these ‘tricks’ is the use of Kabalistic euphemisms, for example Keter (crown) is a euphemism for God or the Divine, used by the Tzadikim to refer to the final arbiter in a way that will not invite dogmatic dissention.

Factions The Renowned The Renowned faction, often simply called the Ancients or the first, predates monotheistic myths and consists of the oldest members of the Dynasty and their followers. They were the peers of the Shemsu-Heru and hail from societies that were contemporary with Khem; from the ancient empires of Sumer and Mesopotamia to the super powers of Persia and Akkadia. Since the rise of the Jewish faith within the Tzadikim, the Renowned faction have focussed on the mysteries and seek to gain what power they can in the afterlife.

The Chayot The second group, sometimes pejoratively called messianics, are the Chayot or "living creatures". So named because the Tzadikim of Monotheistic faiths believe them to be as angels. The Chayot are guided mostly by those Tzadikim created from among Hebrew and later cultures and are influenced by Gnostic and Talmudic philosophy. Their defining personality is shaped by the ‘peoples of the book’, by the Jewish, Christian and Muslim faiths. This faction is concerned much more with the secular world and with governing the Dynasty.

The maids of Irkalla Given the undeniable male prejudice within the Tzadikim, those females of the Dynasty who chaff under the gender bias naturally banded together. In the Underworld they had the undeniable figures of Ereshkigal and Inanna to look up to and to draw comfort from. They are a mixture of modern feminism and heroine worshipers, even lauding female archetypes of the Monotheistic religion such as Mary and the Shekinah. This sisterhood acts much like a secret society within the Dynasty, offering aid where it can and countering the male dominance of the Dynasty. The maids have even worked in tangent with the infamous Harem conspiracies of the Cult of Isis.

Weakness (optional) The Tzadikim suffer for their sins; both their faith and their concept of self worth suffer greatly from any compromise they make to their own morals. What to others might be a lapse of virtue or a minor sin can have a hugely detrimental affect of the Tzadikim personality. Even path and virtue rolls can become more difficult at such times.

Xianren Enlightenment and Patience

""Alone of the Gods Death has no love for gifts, Libation helps you not, nor sacrifice. He has no altar, and hears no hymns; From him alone Persuasion stands apart." - " Niobe by Aeschylus The word, Xianren, means simply an 'immortal person' or a 'transcendent'. By extension it can refer to an enlightened person, translatable in English as any of the following: spiritually immortal; physically immortal; transcendent; super-human; celestial being, immortal person; immortalist; saint, alchemist; one who seeks the elixir of life; one who practices longevity techniques or by extension (alchemical, dietary, traditional Chinese medicine) methods for attaining immortality, wizard; magician; shaman, immortal (talent); accomplished person; celestial (beauty); marvellous or

extraordinary. In folk entomology and literature Xianren can also mean a "sage living high in the mountains; mountain-man; hermit; recluse" or even a "Genie; elf, fairy; nymph". Such secondary meanings are typical of the Dynasty itself and the Immortals who make up its numbers. The Xianren spell of life is a synchronisation of the Egyptian Great rite with the magical workings of Shamans from across Asia. Through the Spirit workings and the preparation of the flesh before the first death, the Xianren rite is complete at the moment the Immortal dies and he does not need to complete any final steps in the underworld. Retreat, self focus, and the final ascension (of a mountain representing the Heavenly perfection) are all a part of the Xianren philosophy and the path to immortality and resurrection as one of the reborn. He goes into the first death already one of the Undying, to face possibly the harshest Underworld of them all: the Dark Kingdom of Jade. The Xianren are the result of dedication and spells. If nothing else can be said to be certain about them apart from this fact, it is the central tenet of their Dynasty. Becoming truly Undying is a long and treacherous journey for these beings and the Spell of Life for them is something of a never ending quest for worth in the eyes of some heavenly bureaucracy or philosophy. These Immortals believe they must remain on earth acquiring merit by teaching mankind, guiding them towards enlightenment or aiding them in other ways. At the height of the Xianren Dynasty it was believed that to become Immortal a Human must be a practitioner of or receive the benefits of Dan (Alchemy) and drink of the Elixir of Immortality only Alchemists can brew. Most Mages also insisted that the imbiber had followed rigorously one of the other three philosophies of immortality: Qi ("Pneumas") Breath control and meditation. Fan ("Diet") Ingestion of herbal compounds and abstention from the San Shi Fan ("Three-Corpses food" Meats, raw fish, pork, dog, leeks, and scallions and Grains) or Fangzhang Zhi Shu ("Arts of the Bedchamber") - Sexual Yoga. The strict paths of any of these (often more than one)

paths prepares the body for immortality and allows the Elixir to work its magic, the Xianren -to-be becomes a transcendent. But that is far from the end of the journey. The Xianren must keep up with even stricter enactments of dedication until the moment of their first death. They must balance the two states of Yin and Yang, death and life and many believe that only those who have cultivated a great deal of Yin Energy can become an Immortal. Thus it is common for the Xianren to mollify their flesh and bring about their own demise by slow starvation and other difficult means. A large majority of the Dynasty can be recognised due to such rigours and their Wraiths bear the marks of awful deaths upon them in the Shadowlands. In later years many came to believe (quite incorrectly) that they must die alone and unseen for the transformation to work and for this reason most Xianren seal themselves up in small caves, readymade graves or Kurgans for the final part of the suicide. Immortals of the Xianren Dynasty have been known to hail from countless races and civilizations in the East from India to Japan, Mongolia to Taiwan. However the earliest Xianren were created in the Western foothills of Xinjiang on the borders of the Taklamakan desert. Here bronze age nomads from the West had begun to settle and trade with locals by the 2nd millennium BC and continued to do so throughout the Iron Age. Among these westerners were Mages and a few wandering Ishmaelites creeping slowly Eastward along what would become known as the Northern Silk Road. Resurrection and the road of the Immortal is a lonely journey for the Xianren. There is no definitive or mythical first Immortal among the Xianren, no hero of the mystery plays whose story leads the way. It is unclear when the first Immortal was created in these lands, or when the Spell the Ishmaelites traditionally used mutated into the rite used to create the Xianren. However the road marks along that journey are clear to see, from the early Kurgan burial mounds that emulate the tomb internments of Egypt to the modern and modest resting places of failed Xianren of the

contemporary era. The path to Immortality eventually passed to the Pazyryk nomads of the steppes who perfected their own version of the great rite a thousand years later and from them it eventually passed into the entire Middle Kingdom among Shaman and sorcerers. The skills of these Shaman spread to the prehistoric Chinese religions in China and beyond, and some of them found their way into Taoism and other philosophies, the Shaman eventually becoming the alchemists and magicians of court and citadel. Xianren sprang up all across Asia, their path to immortality walked alone by each new undying creature. The first Chinese alchemists laboured long and hard to master the creation of elixirs for immortality, an idea which came, like so many other Chinese fads, originally from India. Many of these substances, far from contributing to longevity, were actively toxic, and more nobles and their alchemists poisoned themselves than ever achieved true immortality. Eventually Chinese interest in alchemy and the elixir of life declined in proportion to the rise of Buddhism, which claimed to have alternate routes to immortality. But the elixir of immortality was still created by a rare few alchemists, from Amrita supping Brahmin to Yak blood guzzling sorcerers. The rise of Buddhism eventually ensured that the elixir fell out of favour in India (where the pursuit of Nirvana and the belief in the benefit of reincarnation was so strong), and while there were many Xianren created in the Northern Buddhist temples, the practice was followed much less beyond the foothills of the Himalaya. There are Indian Xianren, even some who were Hindu or Buddhist (the Chiranjeevin faction), but they are exceedingly rare in comparison to other's of the Dynasty. Immortals began to crop up in many stories and myths across Asia, and especially in Chinese art, so when religious Taosim gained popularity, it quickly picked up this tradition with its own immortals. These Eight Immortals quickly became eminent figures, frequently associated with other prominent spiritual deities such as the three Stars (the gods of

longevity, emolument, and good fortune). While immortal Xianren were still created, or in truth creating themselves, in other lands, it was in China that they were most adored and where their stories were most openly told. So it was that many rulers and despots sought the fabled Elixir of Immortality, and in their search they spread the myth of such a potion as far as Bagdad. In Ancient China the First Emperor Qin Shi Huang who went on to become Yu Huang, Wraithly Emperor of China's underworld; the dark Kingdom of Jade, sent his alchemist Xu Fu to the eastern seas to find the elixir in his desperation to avoid his dead enemies. (See Wraith: the Oblivion). Yu Huang presents more of a threat to the Xianren than any other servant of Izanami. They would love to topple his kingdom but it stands firm against them and his rivals, and a harsh order is better than no order at all. To take down such a vast and bloated empire would leave a vacuum ready for others to fill. Because of the state of dark Kingdom of Jade and the Xianrén focus on duality existence in the Underworld is very different to the one they maintain in the land of the living. The Xianrén in the underworld is called the Guixian ("Ghost Immortal") while in the living lands he is known as a Dìxian ("Earth Immortal"). The Xianrén make a great study of the two different states, between the Guixian and the Dìxian and the interplay of the Yin and Yang natures. Immortal's have spent lifetimes contemplating the mysteries of the two states, meditating on two sides of a coin or two hands to gain insight.

At Death The Asian Underworld, the Dark Kingdom of Jade, is an unpleasant place for all inhabitants, and travelling through it is a dangerous prospect. After passing through the shroud between life and death, the Xianren must find a safe haven in a realm utterly under the yoke of a tyrant. That safe haven often has to be along the lines of any port in a storm, but the ideal location is the islands of Horai. However reaching that mysterious location requires a great deal of effort and many Xianren take

several years, even several Death cycles, to find their way there. The Immortals have kept their Shadow realm secret in such a hostile Kingdom by restricting access even to its own kind. A Xianren must have a sponsor to be shown the way to Horai or else prove himself over time to the others of the Dynasty before they will allow him to approach. It is not unusual for an Immortal to be destroyed utterly or lost to the prisons and hells of Yomi because they lack the wherewithal to enter sanctuary. For most, upon their first death, the Xianren must survive by his or her own wits, making alliances and deals with renegades and heretics, or by buying off corrupt officials to remain under the radar. It is a time of quickly learned lessons and harsh truths. A Xianren in his death cycle may make friends, may make contact with the downtrodden and the outlaw, but for all the good they can do him - he has doomed them. For that reason, all but the most desperate of either group avoid one another. By default the Xianren have few allies in the yellow Springs itself, such enemies of the Emperor are quickly singled out and destroyed if identified.By far the best option is to join with other Immortals in Erlik Khan’s underground railroad. Simply becoming one of the Xianren is an immediate soulforging sentence for your ancestors and descendents in the Dark Kingdom of Jade. The Emperor brooks no seeds of rebellion and his hatred of the Xianren is never ending! This is simply another chain of guilt for the Xianren to deal with when they become aware of it. Usually they do so when it is too late and they are already immortal.

Organisation Where other Dynasties look to mythical founders or the mystery cults devoted to them, the Xianren observe the lessons and texts set out for them by the Tianxian. Thus it could be argued that the 8 Tianxian are the equals of Horus, Orpheus, Enoch or Hunahpu and Xbalanque.

How one becomes a Tianxian is hotly debated but at the very least one must maintain ten dots in their path of enlightenment for several lifetimes and continue a selfless existence teaching the wisdom of Daoism (or whichever morality ones path and faith requires). Once enough merit is accumulated, they are called to heaven by a celestial decree where they become the legendary Tianxian. The Xianren Dynasty is organised along lines of teacher and student, with the Tianxian at the peak having mastered many of the challenges and the youngest at the foot, seeking to imitate them. The Earthly organisation of the Xianren is basically the attempt to emulate those who have proven themselves worthy of the highest accolade. Physical age and the span of years each individual has been Immortal weigh heavily on the authority of the Xianren and respect is given to those with the experience and wisdom to deserve it. Stories, legends, art and even texts supposedly written by the Tianxian themselves are passed between the Immortals and from these the Dynasty draws its practices, laws, direction and methods. These immortals are believed to have the power to travel back and forth between the earthly and celestial realms at will and almost nothing can damage them enough to kill their bodies before they can retreat to the heavens to heal. Their serene wisdom is as close to faultless as it is possible to be and on the rare occasions that a Tianxian deems it necessary to pass a law or make a request, it is followed to the letter by the rest of the Dynasty. Certain members of the Tianxian appear to have gravitated towards areas of guidance for the Dynasty. Xi Wang Mu, the warrior queen, considers the other Tianxian as better suited to guide the Dynasty towards enlightenment. Instead her influence is felt in matters of war, when an Immortal faces the machinations of Izfet they turn to her for guidance. Erlik Khan is concerned almost exclusively with the state of the Dark Kingdom of Jade and an Immortal would be excused for believing he cared nothing for the lands of the living. In fact the underworld throws everything about the Xianren into chaos and makes a lie of their

serene existence elsewhere. Here everything is very different, survival and the rigours of the Jade Emperors dictatorship leave little room for the gentle society of the Earthly realm. Small and secretive cells operate across the Eastern Underworld, avoiding the attention of the authorities by maintaining a cautious and subdued society. Working together in small numbers is the recognised means of weathering the time in the Underworld, and even the chain of command has been tailored to work in the same way. The voice and the vigilance of many among the Tianxian never makes it into the Dark Umbra and the quest for Enlightenment is often put to one side in the face of endless danger and persecution.

Paths and Houses In the east the study of Hekau and the investigations of the Virtues have traditionally been the purview of the three schools, each of which shared philosophy with mortal mages and alchemists. There is a famous desert monastery for the school of Fan within the walls of which the study of Amulets and Alchemy is pursued and the values of integrity are taught. Members of the Het Ptah, the Het Khepri and the Het Hor can be found here sharing quiet meditation or laboratory space with their Asian companions much as more than one Het might share a physical space in the West. While the Xianren from this school might find it slightly odd that the study group in Istanbul is spread across more than one location due to the differing classifications, he will have grown used to the practice and is just as able to benefit from the unity and companionship of like minded Immortals. The School of Qi is concerned with the animating life force of the universe, the breath of God, the vibrations of the universe. Understanding and mastery of Qi is inherent to the very language its true power, they believe, is expressed through Nomenclature. There are many forms of Qi, Qi for each organ and for every natural phenomenon, the Qi of the Khu and of the Ab. There is also spiritual Qi, the Yin Qi and Yang Qi which balances existence. The school of Qi is thus highly concerned with

the spiritual dimensions and with the afterlife itself. They are masters of Necromancy, the Hekau path which reaches into the spirit realms and grants the Immortal power over the denizens. It is through the mastery of Qi that the past is preserved and through which it is able to act as a tutor to those in the present. Healthy Qi counters the Amnesia of Immortality and memory is lost because the Qi is out of sync with the individual. The School of Fan teaches a selfless and virtuous path to enlightenment, exploring the very alchemy of the Spell of life and the benefits of a controlled existence. It can be considered the most magically orientated of the schools, creating charms and O Fuda with the path of Amulets and brewing potions and herbal teas with Alchemy. They are also renowned for living as examples of their trade, following strict diets and demanding exercise regimes. They are the doctors and healers of the Xianren as well as its traditional sorcerers, and for them, the only thing which prevents them from becoming quacks and charlatans is the virtue of Integrity. Members often own traditional herbal shops or even haunt the more orthodox health professions. Others are secreted away in their laboratories with a pestle and mortar, creating unguents and ointments to help free their local community from the ravages of the enemy. Finally the School of Fangzhang Zhi Shu is firmly seated in the real physical world, with heaven and Earth. Its members strive to remind others of the importance of joy, of the pleasures of the flesh and the delights of companionship. They preach that the mirror of despair in the face of Oblivion is the enjoyment and appreciation of their immortal lives, preaching love rather than aesteticism, experience over exclusion. This appreciation of opposites is at the heart of their philosophy and is strengthened by their study of both Celestial Hekau and the creation of Ushabti. They can be at any time gazing thoughtfully at the sky and attempting to discern the mysteries of the universe or elbow deep in mechanical reality and the challenges of technology.

Factions The Xianren are by far the most diverse and geographically widespread Dynasty. In truth it could be just Western bias that lumps themes together as a single Dynasty when some of the factions could well be true and distinct entities of their own. The Xianren themselves have no complaints at the title or even the fact that it includes such a diverse and culturally unpopular mix of nations, tribes and peoples.

The Guixian (Ghost Immortals) The Guixian are the Xianren in their death cycle, at least those in the Yin realm. They are harried and persecuted in the dark Kingdom of Jade and have learned the benefits of cooperation and stealth. If the Xianren are often hermits in life, seeking the path to everlasting life, their first time in the underworld almost always teaches them that there is safety in numbers. Many alliances and even animosities that are raging in the living world are forgotten while dead, making the Guixian the largest faction as well as perhaps the most peaceful and accommodating. Many understand that because of the need to work together in the underworld, even the most nationalistic Xianren soon comes to an accord with his racial enemies. The Guixian look to the secretive network of Erlik Khan, who govern hidden Shadow Realms deep in the tempest, for help and guidance.

The Shenxian (Spirit Immortals) The Shenxian are the small sect of Umbral explorers among the Xianren. Rumours abound about why the Shenxian risk the dangers of the Spirit realm, for which they are not nearly so prepared as they might wish, but the commonly accepted wisdom is that they are searching for something - perhaps the next stage in their Alchemical evolution. It is through the work of the Shenxian and their limited ability to blur the line between the Yin and the Yang Umbra, that the Xianren have managed to weather the fury of the jade Emperor.

The Tianxian The Tianxian (Celestial Immortals), if they exist at all, are the top ring of the Xianren dynasty. They are believed to have access to the gods or sages of the various Faiths. The Xianren believe that the Tianxian are summoned to heaven and given minor offices at first, promoted as they prove themselves and finally become administrators of the celestial realm. These immortals have the power to travel back and forth between the earthly and celestial realms at will, or so the story goes. What is known is that the laws and traditions of the Xianren are said to be handed down to them by the Tianxian, and even that those who turn to the service of Oblivion are executed with the full sanction of the Tianxian. Some immortals speak of meeting incredibly wise and powerful Xianren who spoke as if they expected to be obeyed and who had the charisma and presence to command attention even from the Gods themselves.

Xibalba Balance and Conflict To understan' the living you gotta commune with the dead, now go and don't you dare look back" - Minerva the voodoo woman, midnight in the garden of good and evil The reborn of Mesoamerica, the Xibalba, can normally look back into their lives and pinpoint the certain moments that changed them. For a few, that moment is defined as the exact instant they willingly died for their gods. For others, there are memories of struggling back from the realms of the dead and crawling back into their bodies. As with all things connected to the lands of the Dead in South America, the reborn Xibalba are caught in a cycle of ebb and flow governed by two balanced forces known as Quetzecoatl and Tezcatlipoca.

Paths Many Xianren follow a version of the Path of Order known as the path of Rta which mixes Taoist and Vedic concepts, however strongest in the eastern lands are the three paths that grew from the three schools. The Path of Qi, Path of Fan and the Path of Fangzhong Zhi Shu. enjoy roughly equal status in the minds of the Xianren.

Weakness (optional) The subtleties of the human condition can sometimes escape the Xianren, so focussed are they on the rudiments and energies of creation. The stereotype of the inscrutable Asian mystic has become something of a reality for these Immortals as they observe their fellows closely but impassionedly – creating a barrier between themselves and others.

The name Xibalba is Mayan, as are several but not all of the common terms used by the Undying of the continent. However they come from diverse cultures and tribal groups across the Americas - the Olmec, Toltec, Maya, Wari (hauri), Inca, Aztec and even a few of the tribes associated with modern day North America. In Maya mythology Xibalba is the

name of a region in the underworld, the Flayed lands, ruled by the Mayan deities of death. There aren’t many of the Xibalba in existence, but their power is great, and they have influence over the people and the land that the vampires can only dream of possessing. Some believe they are chosen by their gods to maintain the order of their world, as guardians of the ancient traditions and protectors of their own descendents. Others believe they are Gods, trapped for a time in mortal flesh and released with each death they experience. None of them can provide any evidence for their claims beyond their own existence. The most important aspect of the Xibalba Spell of Life is conducted not on earth by Mages and priests, but in the Flayed Lands themselves. Powered by the Faith of the individual or perhaps by the prayers and bereavement of those he leaves behind, the Lords of Xibalba conduct the final ceremonies that transforms the dead into one of the undying. To the Xibalba, Immortality is a test! The Underworld after which they are named is absolutely lousy with tests, trials and traps for anyone who comes into the city. Even the Road to Xibalba is filled with obstacles: first a river filled with scorpions, a river filled with blood, and then a river filled with pus. Beyond these is a crossroads where travellers have to choose from between four roads that speak in an attempt to confuse and beguile. Upon passing these obstacles one comes upon the council of Judges, individuals who appear to be more interested in wits and prowess than morality or perfection. In darker times, half the Judges were really elaborate dummies and the benches the confused would then be invited to sit upon were actually a hot cooking surface. The Lords of Xibalba would entertain themselves by humiliating people in this fashion before sending them into one of Xibalba's tests in the six deadly houses filled with yet more trials. The first is Dark House, a house that is completely dark inside. The second is Rattling House or Cold House, full of bone-chilling cold and rattling hail. The third is Jaguar House, filled with hungry jaguars. The fourth is Bat

House, filled with dangerous shrieking bats, and the fifth is Razor House, filled with blades and razors that move about of their own accord. In the next house there is a sixth test, Hot House which is filled with fires and heat. The purpose of these tests is to either harm or humiliate the dead placed into them if they could not outwit the test. As if all of this wasn’t enough, the Xibalba continue to put themselves to the test even when it is not demanded of them. Sport was important among ancient Mesoamerican cultures, and the Xibalba share that pastime. Whether it be ball games or Russian roulette, there is something in the Xibalba that drives them to constantly seek out competition and risk and ways to test and measure their own abilities and worth. This practice leads to a Dynasty of ferociously competitive yet incredibly capable individuals. Like the Crochan Geni, the Xibalba are governed by the primordial waters. Their underworld domain is a water-logged place and the spell of life itself is highly dependent upon marine oils from across the south American continent. Like the cauldron born they are ruled by their emotions and have often been categorised as unstable – fun at parties but never the first choice as diplomats or peacemakers. Both Dynasties are made up of a large percentage of warriors, and most of the remaining members are spiritually aware. They like to argue, to seek social justice and to fight for their people, their friends and their rights. Now that Stygia has fallen, the Xibalba and the Wraiths of the flayed lands are becoming bolder. They have even dared to hope that Tezcatlipoca can be overthrown and Quetzecoatl returned to the throne of the underworld. Some even dare to hope that the government of their homelands could be turned over to pure-blooded native rule. In that dream they often find common ground with fellow supernaturals such as the changing breeds and the Mages.

At Death At death, the Mesoamerican reborn must find their way through the Dark Kingdoms of the Americas to Xibalba, the water-filled underworld from where these Immortals take their name. They walk the tracks of the twoheaded serpent, symbol of the Milky way and the rest of the celestial world, emblematic of life and death until they come to the water filled caves of Xibalba. To do so in the years since the conquest of the New World, they must evade or battle the stygian hierarchy and its agents. But when the flayed lands were ruled by the native dead, the journey was no less perilous. The caves are not welcoming and Xibalba was regarded as a place of fright even back then. What happened next depended on who held power in the Flayed lands at the time. If it was a time when Quetzecoatl was strong, the journey was less problematic because he would have guides and friendly Wraiths posted at difficult junctures, to encourage and aid the Wraiths onwards. But when Tezcatlipoca held sway, these Guides were far rarer and sometimes even gave false clues. Now Tezcatlipoca has seized full control of the Dark kingdoms of Obsidian, Gold and Flint things are worse than ever. Here no Ferryman or Funeral God meets prospective immortals or newly dead Wraiths, only monsters and spectres, Reapers looking to enslave them as just another enfant. From here on in it’s a fight for the Wraith of the Xibalba-to-be to get to his destination. Luckily for him, or her, there is some help on the journey. They can feel a pull towards their destination, a warming and inspiring glow in their soul. Many reborn believe this guiding sensation is the final gift of Quetzecoatl, or perhaps another figure such as Ix Chel. Even if they have no other knowledge about what has become of them or what lies ahead, this urge is too strong to ignore and it draws (almost) all Xibalba to the deepest cave of all in Xibalba, where the City of the New Sun resides in secret. Here a massive Cave larger than anything that could possibly exist in the mundane realm, houses the new capitol of the

dark kingdom of Obsidian, formerly known as the flayed lands. To make it to Xibalba and to achieve immortality the Wraith must be both worthy in the eyes of the other denizens of the underworld. Those who can fight their way in but who lack the extra something are merely rewarded with citizenship in the caves of Xibalba as one of the restless dead. They are safe from the Tempest, the forces of Oblivion and the Stygian dead, they can use the byways that lead only from Xibalba to come and go with ease, but they will never again return to their khat and live again. Being found worthy is somewhat difficult to clarify however. There are plenty of tests simply to reach cyclopean Xibalba. The passage through the houses, the defeat of the guardians and monsters are all character building, but it requires something more than just beating the odds. Willingly dying for your Gods always goes a long way towards impressing the dead of the flayed lands, as does taking a stand against the invaders. However being worshipped and enfolded in the faith of others is also a feather in ones cap as far as this strange popularity contest goes. Others truly believed they were Gods or demiGods and their audacity and personal faith is what impresses the dead of Xibalba. Whatever it takes, the Wraith never really knows if the crowd are for or against her until the Spell fails or succeeds.

Organisation "There exist only three beings worthy of respect: the priest, the soldier, the poet. To know, to kill, to create." - Charles Baudelaire The Xibalba Dynasty has few meetings, save for planned occasions where a few acquaintances discuss the state of the world and exchange notes on how their lives have changed. The disparate Underworlds(s) of the Americas rarely work in unison and those few Dynasty wide gatherings which do occur tend to take place in Xibalba, in the Dark Kingdom of Obsidian. The majority of political patterns run along tribal routes, with past tensions never far from the surface. Unity and co-

operation is a concept for the Eanead council, it isn’t part of the Flayed Lands. When they do come together they only have a few established rules for co-existence: they work together to keep others of the reborn out of their domain, and they leave each other alone in most things. Beyond these simple guidelines, they have little to discuss. Each is too busy working on forging his or her own destiny.

Magic It is worth noting that the Milky way is an ever present metaphor for their existence. They believe the dark rift which is visible in the Milky Way is the road to the underworld and a symbol of the connection between the celestial vista and the lands of the dead. Many of their structures and secret writings include the double-headed serpent symbol that reflects the Milky way, a symbol they use for the paths of celestial and necromantic magic.

Factions Bolontiku Among the more successful groups among the Xibalba, this esoteric secret society consists mostly of Immortal Shaman and priests who

maintain mortal servants. Thier wards are tasked with preserving and promoting Xibalba affairs in return for the secrets of the Aztec (or the Inca, the Toltec, the Maya, the Olmec …).

Nimhiâmíe These are the ancient Xibalba created before the Spanish conquest, by far the majority of the Dynasty. They are often at odds with the younger Immortals not least because they hunger for revenge against the usurpers of their homelands and a redressing of the balance in the underworld.

Nandyón Yuka-krinã These Xibalba are the modern face of the Dynasty, those created since the Spanish Conquest. Their focus is often less devoted to the recovering of past glories and more directed towards the creation of a new world free from thw predations of the adversary.

Weakness (optional) The Xibalba can rarely turn away from those in need, especially those whose plight was brought about by injustice. Whether it be the victim of a crime cartel in the living lands or the entreaty of an ancestor Wraith in the Underworld, it takes them an act of Willpower to refuse the pleas and petitions of others.

Chapter 4 Hekau

Hekau The Egyptians ... believed that the universe was animated and controlled by a morally neutral spiritual power called Heka. This could be manipulated magically by humans for their own ends as well as being used by the gods. They believed that this power could be invoked into material objects like statues to animate them. And their magical practices included the use of consecrated working tools, particularly staffs and wands. - The old ones in the old book, Philip West

The Magic of the Reborn Because this system uses the new expanded spell lists from Mummy: the Resurrection and Mummy: the Resurrection players guide, we have to use the Mummy: the Resurrection magic system and Sekhem costs as well. So ignore what WoD: Mummy 2nd edition says and use this system. To cast a spell, Roll a dice pool equal to your characters rating in the appropriate Hekau path plus a designated trait (typically an ability or attribute) as specified by the spell description. The roll is made against the Spell’s listed difficulty level. Successes are applied as appropriate to the spell description. Many spells also list a Sekhem cost which must be spent immediately and is lost whether the spell succeeds or fails. You may spend additional Sekhem points prior to the roll to gain automatic successes, but up to a maximum equal to your rating in the Hekau path being used. Some spells are listed as rituals and have a time requirement. This simply means that they cannot be cast as an instant action and the rolls are considered an extended action. While casting the ritual your character must gather a number of successes equal to the rituals Sekhem cost. Multiple Immortals may collaborate on a ritual and may pool their successes. At Character creation the player gets three dots to spend in Hekau and an begins with a free dot in Necromancy. If the House chosen at Character generation is a house dedicated to one of the paths of Hekau it grants another automatic dot in the associated Hekau.

Het Khepri – Alchemy Het Ptah – Amulets Het Ap-uat – Necromancy Het Nereru – Celestial Het Khnemu – Effigy (Ushabti) Het Tehuti – Nomenclature (Ren Hekau) NB: Membership in a house also allows players to buy dots in the associated virtue or Hekau path at a reduced cost with freebie points.

Choosing beginning spells A Character does not immediately gain access to Hekau spells merely by having a rating in a particular Hekau path. The path rating merely entitles the character to learn spells up to a certain level; the spells themselves must still be learned. Spells are chosen at the very end of Character creation, after freebie points have all been spent. To determine how many Spells a character begins with the player must multiply the Characters Sekhem score by the sum of the Characters Hekau path ratings. The player may then select spells whose difficulty number adds up to no more than this number. Remember that a character can only learn Spells up to the level he has in the Hekau path. For example: Nekhen has a Sekhem score of 4. With all her Freebie points spent, she has one dot in Alchemy, Two in celestial, One in necromancy and two in Nomenclature – a total of six. This allows her to start the game with spells whose difficulty numbers add up to no

more than 24 (6 x 4); these spells may be chosen freely by the player from the list of firstlevel Alchemy spells, first and second-level Celestial spells, first-level Necromancy spells, and first and second-level Nomenclature spells.

Arcanoi Necromancy is used by a living Immortal to affect things of spirit and cannot be used by an Immortal in her Death cycle while Arcanoi is used by a spirit to affect the world and cannot be used by an Immortal in her living cycle. Though several spells from each path appear at first to repeat the same effect, they are used in different ways and on different sides of the shroud. Arcanoi is used by Wraiths, whether they be the truly dead or the temporarily dead of an Immortals' Sahu. While the Undying learn each Arcanoi path and effect in the same manner as a Wraith, to their philosophy each is a spell of the Arcanoi Hekau - the Seventh Art. Because of the metaphysical difference between the two a player can only spend Experience points on Arcanoi when his character is in his or her death cycle. In the same way, Players should not be able to add dots to the other traditional six Hekau paths while in her death cycle. In general an Immortal cannot improve the arts of the living while dead or the art of the dead while living. Storytellers will no doubt offer a degree of flexibility in this regard, and use a judgement. If the majority of experience points were earned in one cycle they can be spent on buying dots in the appropriate art even after the character has died or been resurrected. The rarer Arcanoi powers known by and taught by the Guild Wraiths to trusted Guild members are available to the Undying in theory, but in practice it is highly unlikely they will gain more than one or two in all their lifetimes. An Immortal would have to be accepted by a guild member before she was trusted enough to have such secrets revealed to her. That being said, it is in many shadow realms of the Immortals where the Guilds have found succour.

The Arcanoi of Fatalism is rarely practiced by Immortals as they have the celestial path of Hekau. That being said, they are just as capable of learning it during their Death Cycle as any other Arcanoi path. In addition, for those of us who never implemented the Metaplot and the avatar storm - Storm Shield and similar Spells are used to defend against the ravages of Oblivion in the Tempest.

The Het Eanead The Ennead (a Greek word meaning "the nine") consists of a grouping of nine Deities, most often appearing in the context of Egyptian Mythology. As a three of threes, the number nine became associated with great carnal power, and ancient peoples considered groupings of nine Gods very important. Het means house, though less like a dynasty or family and more along the lines of an actual place. The house each group of Undying met in might be the private residence of a noble immortal or the temple of the priests of Isis. In time, as the cliques of reborn began to focus on specific aspects of immortal life, larger societies formed around each of the paths of Hekau. During his time as a living being any single Immortal might be said to be visiting the house of necromancers or the house of the Alchemist, or more likely some euphemism of those titles based on a deity or figurehead. As the society of the Undying took shape, certain Gods grew in favour and were eventually accepted as the patron deities of each group. The Het were named after the corresponding Gods and although different Gods rose and fell in favour, by the time the Cabiri took steps to cement the structure of the Houses (and apply the Greek versions of the gods names to each one) they were named in a way that is still current to this day. The house frequented by the masters of Amulets being called the Het Ptah, Nomenclature was the focus of the Het Tehuti, Celestial magics of the Het Nereru, Necromancy and Arcanoi of the Het Ap-uat, Alchemy of the Het Khepri and

Ushabti of the Het Khnemu. Thus the social distinctions of the Shemsu-Heru were born.

Dynasties might otherwise fracture and cling to their insular customs.

In their exile, the Ishmaelites (and later the Cabiri) had also begun to define the ideas of Immortal virtue, based upon the teaching Isis passed on to her own cult. These teachings said that without Joy, integrity and the memory of themselves, all immortals would fall to Oblivion as the millions of years came to pass. And so the Immortals began to study each of the three Virtues with the same degree of dedication as they did the paths of Hekau. Before too long there were nine Het, one for each of the six paths of Hekau in the mortal realm and three for the three virtues of eternal life. The final three het were named for Greek gods rather than Egyptian ones (although the Shemsu-Heru have their own versions of these names) and the House dedicated to joy became known as the Het Iakkhos, the one dedicated to Integrity became known as the Het Aletheia and the house dedicated to preservation of memory became known as the Het Mnemosyne.

Because the Cabiri were the ones who cemented much of the Houses habits and practices, the Het use the Greek versions of the names of the Egyptian gods. The other Dynasties sometimes use names of their own Gods with one another, but the focus of each Het is pretty much the same and they are otherwise unhindered by the racial bias. They are tied to one of the paths of Hekau or one of the Virtues of existence, and fill similar roles among there own peoples. Mastery or affinity with a Virtue or Path leads to certain traits, certain ways in which immortality manifests. A South American member of the reborn may be a member of the Het Iakkhos, its Tzadikim counterpart the Het Qedesha even if they have never heard of those God’s or have openly recognised their focus and dedication to the virtue of Joy.

Elsewhere in the world the other Immortals tended to form cliques and mutual holdings based on the paths of their own magic, each had its own version of the Het to some degree or another. The Ishmaelites took this tradition with them to the Caibiri, who formed smaller cells of each house among their own numbers. The Cabiri, as with other aspects, quantified the traditions and practices and infused the varied traditions into the houses as they are now; strong groups with a determined focus and practice. In the modern age house affiliations are often strong enough to bridge the gap between faithful friends of Horus and those who haunt the borders. However, the degree to which a Shemsu-Heru is willing to befriend a turncoat or a Cabiri depends entirely on the individuals involved. In the past, simply giving an Ishmaelite the time of day was enough to be cast out into the same darkness socially. Today the judgement of the Wat Hor is nowhere near as harsh. The Houses are more than just repositories of knowledge and collections of scholars, they are the glue that holds immortal society together where the

A character need not have any minimum or maximum score in the trait associated with his current Het, it simply described his current focus and some philosophical leanings. He may have only just drifted into the Het in order to raise his understanding of that Het’s area of expertise and it is not unusual to see character listed as a member of a het with no actual dots in that path or with that virtue being his lowest Virtue. However a member of a Het is almost certainly going to focus mainly upon the Path or Virtue of that Het and any experience point spending should reflect this. Those in the Het Ptah are not restricted to spending experience points on just the path of Amulets, after all some of the Spells from other paths may well compliment the current focus. But it is unlikely that a member of the Het Ptah will increase his repertoire in other paths above his pursuit of the path of Amulets itself. Characters do not have to be a member of any Het, there are those who attempt to forge their path alone. Such a challenge is incredibly difficult and alienating however and few chose to do so for more than a handful of lifetimes. In fact many of those corrupted by oblivion, the rumours go, fell from Ma’at because they

lacked the social network of a het to guide them. Membership in a Het does however give

a benefit to characters in that they can buy Dots in that trait for a reduced cost.

The Het Eanead are:

Alchemy is the path of transformation, physically, mentally and spiritually. Its masters fully believe in the statement "As above, so below." This phrase expresses the core concept in alchemy, in hermeticism and in western magic as a whole and no other philosophy so clearly demonstrates the legacy of the Egyptian magicians. The Het Khepri look to Thoth and all the masks he wore (Hermes Trismegistus, Simon Magus, Hermes) as the authority and patron of spiritual transformative magic, and the House is patient and teaches the importance of observance.

Het

Path & Description

Het Ptah

Amulets , the body of the reborn.

Het Tehuti

Nomeclature, the mind of the reborn.

Het Neteru

Celestial, the vision of the reborn.

Het Ap-uat

Necromancy, the soul of the reborn.

Het Khepri

Alchemy, the heart of the reborn.

Het Khnemu

Ushabti, the hands of the reborn.

Het Iakkhos

Joy, the joy of the reborn.

Het Mnemosyne Memory, the memory of the reborn Het Hor

Integrity, the morals of the reborn

High Hekau Het Khepri The Het Khepri, acknowledged as the heart of the reborn, are the Alchemists of the Undying. They are the driving force of the Dynasties, those who study the art and the very nature of immortality and transformation. The Het Khepri are the Immortals marked by change. In the modern world it can be said that the Het Khepri are the scientists of the undying, having followed their field from alchemy to chemistry and beyond. Understandings of the sciences, of medicine and of simple cooking are all disciplines at the heart of the Alchemists craft and there is no member of the Het Khepri without an interest in at least one of those fields.

The Alchemists seek to learn every truth about their condition and to master transformation of the mind, body and spirit. They are hungry for enlightenment and understanding, often willing to face all manner of hardships and tribulations to gain even a mere insight. Whether it be the sweat lodges and self scarification of the Xibalba or the mortification and starvation techniques of the Xianren, the Alchemists are not afraid of the cost of their pursuits. Being a member of the Het Khepri involves a great deal of time studying with masters or in pouring over such great works as the Emerald tablet and the secret of secrets, and when that is done they sequester themselves away in laboratories and workshops to experiment with the base matter of creation. Their rituals and ceremonies are full of mysterious references and allusions which point to the way the work of magic connects to the world and to the spirit, and learning to understand the recorded wisdom of the Het requires learning an entirely new language full of allegory and hidden meaning. Others within the Het may well aid with experiments and study, with tutoring and even with texts or equipment, and the house promotes such support among its membership. To refuse to aid another Alchemist without good reason is a certain way to loose status within the house.

Het Tehuti The Het Tehuti, whose field of interest is the varied Path of nomenclature, are referred to as the mind of the reborn. They represent power and wisdom and are the de facto leaders of the Het Eanead, if not of the reborn as a whole, the lawmakers and society builders. They are often compared to the Gods themselves, if not in terms of worship at least in terms of possible ability. The path of nomenclature deals with the language of creation, the very base code of existence, and thus the greatest extent of its power remain yet unknown and untapped by even the eldest master of the art. The Immortals who consider themselves to be a part of this house study the various hieroglyphs, kaja, pictograms and primitive forms of writing as well as runes, Ogham, Numerology and Gematria, the Enochian scripts as well as DNA and other tools that might allow them to access the raw tongue of the fundament. There are many immortals who strongly believe that complete mastery of Nomenclature would allow them not only to far outstrip the Magic of the Mages but to rival the greatest Gods themselves. Even the smallest spells, they teach, work by altering the world that Ra brought into existence much as a scribe might edit the words of a predecessor on a stele. Such an act requires careful attention to detail and a grasp of the possible ramifications. But if the punishments for changing a pyramid text were grave, the possible catastrophes that might arise from incautious use of this path were too terrible to contemplate. Altering too much of creation, changing too many names and structures of the greater whole, they fear, could lead to oblivion. The Het Tehuti have spent millennia debating and testing the bounds of their art, wondering how much damage the immortals are doing with their recoding of the blueprint that the world is built upon. Those who also have a grasp of the celestial path watch for signs of fracture around them, while others study

Alchemical observations to watch for inner signs of distress. Unlike the Het Kepri, those within the Het Tehuti rarely practice sharing or supportive relationships with one another. They see the struggle to master Nomenclature Hekau are a test of the individual and their worth in the eyes of the Gods. Thus status in the house is measured by the individuals time spent on the path and his worth to others who might have seen his power. A Namer who is held in high regard in a Nobles court and who has been a member of the Het for many years might have greater status than an Immortal who has shut himself away to master his art and achieved greater success in secret.

Middle Hekau Het Ap-uat The Het-Ap-uat are the Soul of the reborn, concerned with the varied spirits and the spiritual realms and with the paths of Necromancy and Arcanoi. They are masters of the death cycle and of the spirits of the dead trapped forever beyond the shroud. Though their undeniable field of expertise is the Dark umbra, they also have the best grasp of the other realms of any House. They seek what information they can of the Umbrood of the Spirit Umbra and the Fey creatures of the Dream realm. Their interest in the cosmology and the spirituality of other awakened individuals has led them to make many interesting alliances with the other creatures of the shadows. Whether it be Spirit mages or Werewolf Shaman, vampire necromancers or Fae sorcerers, the Het Ap-uat possess perhaps the widest web of contacts and insights of all the Immortals. A small cult exists within the Het Ap-uat called the Ashipu from the Babylonion word for ‘exorcist’ or ‘conjurer’. They use the Paths and spells to summon Demons and Umbrood, even Banes and Spectres, in order that these spirits may do their bidding. The benefits of such action can be many, there are Demons capable of providing wealth, women, brute strength or sexual gratification. But the costs

are equally high, more than one Immortal has fallen to Oblivion by consorting with the dark entities of the void. For some among the het Ap-uat, the remedy of disease and sickness was also a concern. Mankind has long believed that spirits and witchcraft are the cause of many illnesses and maladies and the Necromancers were often called upon to diagnose and treat sickness that conventional medicine seemed unable to combat. Babylonians and Assyrians among the Tzadikim are especially fond of the healing paths of Necromancy but all Dynasties have some degree of belief in the extra dimensional possibilities of sickness and disabilities. Whether the eventual answer is to battle a Bane in the Umbral realm or to rid a human of a possessing Wraith, the Necromancers have dealt with more than their fair share of human discomfort. The Holding of the het Ap-uat are often linked to the dead such as mortuaries or tombs, but there are also many secret groves and fairy rings in which they gather. Whether they be attending a wild bacchanalian revel or a sombre spiritual retreat, the Necromancers look for the deeper meaning behind every action, and serve to remind one another that death comes to all things and that nothing is static. For the house of Necromancers, status is a measure of ones power and control in the underworld. It can also be raised while the Immortal is in the living realm if he displays insights or support from among Spirits of one kind or another. The ambassador to the Dream courts or to the local spirits of the earth was often an important man in the Het Ap-uat and in the wider Immortal culture of his birth.

Het Nereru The Het Nereru are the house concerned with celestial Magic’s, truly the vision of the reborn. They are considered the wisest and best informed of the Immortals and few Dynasties pass decrees or make decisions without consulting the Het Nereru in their number. Celestial magic may seem to be focused upon the stars and heavenly bodies, but in truth it is

just as concerned with the earth and her seasons. It also includes the cycles of vegetation and the cultivation of crops, echoes of the reborn themselves and the Gods and heroes held as important figures in mummy mythology. The stories of Odin's sacrifice, the hero twins journey to hell, the resurrection of Christ and the Wheel of reincarnation are all repeated in the meeting halls of the Het Nereru, reminding them of the greater responsibility they hold as they advance in the understanding of celestial Hekau. This group consists of seers, prophets, advisers, astrologers and viziers as well as farmers and astronomers. They are masters of fate and time, of the elements and the seasons of the Earthly realm itself. Though they lack the specific understanding of the living cycle that the Het Ptah have or the familiarity with the death cycle that sets the Het Ap-uat apart, they surpass them both in their grasp of how the two states interact with one another. Celestial astronomers understand the duality of the gods, that one such as Sutekh can be both a God of darkness and trickery and a brave warrior protecting Re from Apophis on his nightly journey through the underworld. They know that Osiris can be the God of the afterlife, a hero and worthy King and be a blood drinking vampire who enslaved thousands to his sunless Empire. The gods' characters, malevolence or benevolence, and associations changed according to the days in the calendar or the positions of the sun, moon, the planets, and the stars. They understood that Deities had this split personality, associating them with day or night, life or death, and that it was their job to keep track of such things. Astronomers often work together or base their predictions on the findings of others and they record much of what they discover in codices or prophecies, almanacs and charts. Status in the house is a mixture of guidance given to others and accurate science. Some are known for interpreting the dreams of Pharaoh while others gain prestige by mapping the heavens for posterity.

Low Hekau Het Khnemu “Technology and magic are exactly the same thing! Take any technological process or device and show it to a society not yet advanced enough to understand it and they will label it magic. This is as true of toasting bread as it is of reading minds.” The Het Khnemu are the hands of the reborn, the undisputed masters of artifice, construction and the Hekau path of Effigy (Ushabti), the crafters, builders, designers and the mechanics of the immortals. The moving parts of their creations echo their ever-moving minds, their quest to utilise ingenuity and apparatus in order to solve the problems of life and the mysteries of rebirth. If any Immortal is likely to speak about the human body as a complex machine, to study the chemical reactions over the effects of the soul, it is the Het-Khnemu. In their quest to solve the riddle they ponder the machinery of life, the physics and the physicality. Equally, there are many of this House who share the philosophy of the masons, painting their God or Gods as grand architects or intelligent designers of creation. The Het Khnemu are also the workers in stone, the medium of eternity. Cultures across the globe have always built memorials in stone to represent the dead who have passed from the short existing period of life to the eternal existence beyond death. It has been said that those who work with the Path of effigy take on something of the traditional characteristics of their medium. Stable and reliable as stone, cold as metal, yielding as wood etc are often used to describe the artificers. They build monuments, tombs, temples and the like. They understand the artifice of community, how cultures work together like a complicated machine and how those cultures can come together to build things of eternal glory. The reborn have always known what archaeology has only just fully discovered, that khem was not a slave based economy and that for the most part, the great edifice where

simply not the work of slaves. Part of the Het Khnemu’s field of interest are the various ways in which large groups function, whether that be work gangs, armies or the residents of a city. The path of Ushabti (Effigy) comes into its own in the afterlife when the statues can be used to build entire empires in the shadowlands, It was the path which allowed the Immortals to build such impregnable empires in the Underworld and to defend them against the various Dark Kingdom empires that grew up around them. With armies of tireless and devoted Ushabti to serve them in the afterlife, the Shemsu-Heru were able to fortify and expand the kingdom of Amenti, using necromantic spells to mask it from the eyes of the dead. Other Dynasties learned the path and followed suite, ensuring that they had a realm within the Shadowlands to withdraw into during their death cycles. Artefacts such as the Antikythera Mechanism, the Baghdad battery, Egyptian light bulb, the Saqquara glider, the Vimana of India and the aeroplane like devices of pre-Columbian America, descriptions in the book of Ezekiel and the Book of Enoch, the Voynich manuscripts all point to a underground school of advanced mechanics in the ancient world. Enigmatic artisans such as Hero of Alexandria, Philon of Athenia, Al-Jaziri and Leonardo Da Vinci hint at the possibility of technological abilities that do not match the accepted timeline of human achievement. It is not just the Technocratic mages who have had access to advanced inventions. The Het Khnemu have been behind such advancements, or hot on their trails. Studying with some of the greatest thinkers of the ages, or teaching them as part of some cult or following.

The Het Khnemu of the Tzadikim Dynasty had a great deal of influence on the Jewish Sefer Yezirah (book of creation) and from them came many of the developments in Golem and automaton creation. The Sefer Yetzirah describes the universe as being created through Ten Numbers ('Sefirot,' the origin for the Sefirot of later Kabbalah), three Mothers letters, Seven double letters and twelve elemental letters and that God created the

universe through these four structures. These structures correspond to the astrological symbols in the sky, the planets, human physical functions, the parts of the human body. It talks in detail about the dragon or ‘coiled one’ as well as many of the Secret’s passed on by Thoth and Isis by giving them a monotheistic veneer. Status among the Artificers is a simple measure of achievement and knowledge. New and interesting inventions, fascinating architecture, cunning traps or impregnable tombs all serve to raise the Immortal in the eyes of his fellows. It is not unusual for a great artificers to attract apprentices who are happy to admit their lack of skill, and who will in the future rise in stature because they studied under a great member of the house.

Het Ptah The Het Ptah, the masters of creating Amulets, are the body of the reborn. Its membership is concerned primarily with the physical carnal world, with the living cycle, with matters of Health and the body whether that be to do with procreation and sexual union or Sports and active pastimes. The Het Ptah are healers and seekers of perfection who congregate in Gyms, hospitals and tombs. They are also the guardians, building defences and weapons, setting in place the security of their Dynasty and their companions. Other Houses sometimes call the focus of the Het Ptah a fixation; members of this group often obsess about their own bodies, perfecting the simple clay from which they are made. Even those who do not instantly break out the weights and plastic surgeons phone numbers tend to be far more concerned with their existence in the world of the living and the benefits found here. The fascination with the physical form extends to the rest of the living as well and the members of the Het Ptah are often the greatest healers and physicians in the Immortal pantheon. They seek perfection in themselves and their surrounding and are more than happy to guide others towards such lofty heights. However the House itself is

dedicated to the study of and creation of magical talismans and trinkets. A side effect of Amulet creation is the pursuit of crafts and artistic abilities. Some are artists on canvas while others might work in human flesh with tattoos or body piercing. There are make up artists alongside the jewellery makers, creators of custom motorbikes along with the designers of sarcophagi and body armour. While the Het Khnemu were often concerned with the medium of the dead, the Het Ptah traditionally worked with wood or vegetable matter, or with the flesh itself and the transitory medium of life. However, no matter what they work in, all members of the Het Ptah are capable of producing fine works, whether they be imbued with magical powers or not. The Het Ptah are less communal in their endeavours than the het Khnemu and few take on apprentices or students. While they often come together to work in similar mediums, they reserve the creation of magical items for their private workshops. Status is a simple matter of what they have designed and created and as objects and styles go in and out of fashion, so the status of the Het Ptah waxes and wanes through the years.

The Virtues Het Aletheia The Het Aletheia are the morals of the reborn, concerned with upholding Integrity. They take their name from Aletheia (or Alathea) who was the daimona of truth, truthfulness and sincerity. Her opposites were Dolos (Trickery), Apate (Deception) and the Pseudologoi (Lies). Very few of the Shemsu-Heru are members of this House (which they refer to as the Het-Hor) because they see the Wat-Hor as the ultimate guide to integrity and refuse to recognise a wider degree of responsibility and morality. In fact those few Shemsu-Heru who do haunt the edges of the group usually do so in an attempt to co-opt the house into becoming a tool to spread the tenets of the Wat-Hor through Immortal society.

To an Immortal, integrity is something that they must all struggle to maintain, but giving oneself to the Het Aletheia means that the Reborn must help others with their own moral struggles. They must also take it upon themselves to hunt down and destroy those who fail to retain their integrity. Status is gained by living an exemplary existence or by helping others to walk the right path. Those who are recognised as the living examples of their path or philosophy are considered the greatest treasures of the Het, a repository of saints or wise advisors.

Het Iakkhos The Het Iakkhos (often referred to by the name Het-Qedesha) are concerned with the virtue of Joy. They are the celebrants of the reborn, devotees of the Mysteries and often the House which stands as common ground between the differing spiritualities of Immortal society. Debating the similarities and differences between Odin and the Babd, or between Osiris and Orpheus. Iakkhos (or Iacchus) was a Demi-God or daimon attendant of the goddess Demeter and the leader-in-chief of the Eleusinian Mysteries. He personified the ritual cry of joy iakhe of the procession of the initiates and is seen as the avatar of the mysteries themselves. It is the self appointed task of the Het Iakkhos to help fellow immortals battle the ever present Ennui and depression that results from eternal life and the constant struggle against Oblivion. They organise festivals and ceremonies, or just road trips, for their associates, reminding even the most focused warrior that life isn’t all about the grind. Some are courtesans and sacred prostitutes, others simply poets and bards, or entertainers in other ways. Those who cannot dance and sing become ever living party people, immortal Hugh Hefner’s providing a safe haven and crash pad for the local reborn. While those born since the Victorians coloured so many aspects of joy in a grey miasma might view the Het Iakkhos as wanton or decadent, even sinful, almost none of the reborn is young enough to be effected by such odd morality.

For the vast majority of human existence, sex and revelry, idyllic pursuits and the joy of existence have been something to be celebrated and experienced without shame or secrecy. Status isn’t a particularly difficult thing to gain in the house of Joy, it is often a difficult thing to hang onto. One bad party, one bad wrap of coke or a ritual that seemed to not please the Gods and all the status earned until that point can be lost.

Het- Mnemosyne The Het-Mnemosyne are literally the memory of the reborn. Serving as lore keepers and working to maintain the identity of each Immortal they interact with. The Virtue of Memory is about more than just recalling the past, or so the Het-Mnemosyne say, it is also about retaining who one is. It is about retaining the individual, the divine spark in each life, the Psyche - “the quickest way to Oblivion is to lose your sense of self” they teach. Holdings the house of memory sponsor and frequent are often full of physical history, whether it be the collected journals and trophies of Immortals or locations of great events. The House is well heeled, having recovered many lost treasures from tomb paintings to burial goods, and they keep careful track of important items in private or public collections as well. Some take positions in museums or on security forces so that they can get access to the physical items which might aid the reborn in their attempst to retain or recover their memories. This Het Mnemosyne is rumoured to have some close ties with the Wraithly guild of the Mnemoi in the Underworld, and detractors can point to several times when they appear to have aided the heretical Ghosts as proof of that Rumour. The House itself neither denies or admits to such a link, but if it is true it is certain that only the longest serving luminaries of the Het are aware of it. Status in the Het Mnemosyne is gained and maintained by the gathering of knowledge and the aiding of others to retain their memories and their identities. Whether they can hold

court on the Veil of Isis in the dark ages or lead an amnesiac back to wisdom through hypnosis, the status is something others can see displayed quite easily.

List of Spells I cannot, should not and will not record the mechanics of each of the listed spells because to do so would be a breach of White Wolf's fair usage policy, not to mention defeat the purpose of fandom. Each canon spell will list its name (and original Path if different from how I have arranged them), the book it can be found in and the page number of that book. If you don't have the books in question I suggest following the links at the bottom of the page to Drivethru RPG where you can buy the books as a Watermarked PDF or a black and white print on demand book in either Softcover or Hardcover

W:tO2E

Wraith:the Oblivion 2nd Edition available here

M:tR

Mummy: the Resurrection available here

M:tRPG

Mummy: the Resurrection Players Guide available here

WoD:MR

WoD: Mummy Revised (this book)

Alchemy Alchemy is the core Art of Immortality, both as a means by which the reborn understand their own existence and as the primer to all other paths. The path of Alchemy is the study of change and transformation, but also of the use of natures bounty. Its masters study the world and its flora, they observe the affects that one substance has upon another and can be called upon to explain the various properties of toxins and unguents. Alchemy was the first science and the Art has evolved to follow that path itself.

Level one Anallyze Material - M:tR - PP 83 Cloud of smoke - M:tR - PP 83 Drink of Seven days rest - M:tR - PP 84 Mild Poison - M:tR - PP 84 Potion of Resilience - M:tR - PP 84 Simple Elixir - M:tR - PP 84 Simple Philtre - M:tR - PP 84 Simple tonic - M:tR - PP 85 Stasis - M:tR - PP 85 Neutral scent (Alitu) - M:tRPG - PP 118 Saran paste - (Alitu) M:tRPG - PP 118 Powder of purification (Sarandu) - M:tRPG - pp 122 Garland of sacrifice (Saudade) - M:tRPG - pp 129 Gourd of the Capacocha (Saudade) - M:tRPG - pp 129 Cleansing touch (Respiro) - M:tRPG - pp 134 Winter respite (Respiro) - M:tRPG - pp 135 Body-mending Technique (Feng Tan) M:tRPG - pp 139 Lingering Aid of the Caregiver (Feng Tan) M:tRPG - pp 139 Snake-fist strike (Feng Tan) - M:tRPG - pp 140 Sweet dream’s caress (Feng Tan) - M:tRPG pp 140 Iron body meditation (Lung Tan) - M:tRPG - pp 146

Level two Blood of the Snake - M:tR - PP 85 Cobra Spit - M:tR - PP 85 Essence of Longing - M:tR - PP 85 Eyes of the Ka - M:tR - PP 86 Ice of the Desert - M:tR - PP 86 Lesser Quiddity - M:tR - PP 86 Reed of Hidden Currents - M:tR - PP 86 Spark of Ra - M:tR - PP 86 Cat’s [or other shape shifters] Anointing (Alitu) - M:tRPG - PP 120 Pusanga (Saudade) - M:tRPG - pp 130 Tellbread (Saudade) - M:tRPG - pp 131 Cleansed of impurity (Respiro) - M:tRPG - pp 135 Leaping tiger pounce (Feng Tan) - M:tRPG pp 141 Spirit lantern (Feng Tan) - M:tRPG - pp 141 Stormwind prana (Feng Tan) - M:tRPG - pp 141 No mind kata (Lung Tan) - M:tRPG - pp 148

Level three Complex Elixir - M:tR - PP 86 Complex Philtre - M:tR - PP 87 Complex Tonic - M:tR - PP 87 Dangerous Poison - M:tR - PP 87 One Hundred Thousand Tongues - M:tR - PP 87 Potion of Valor - M:tR - PP 87 Salts of the Dead - M:tR - PP 87 Tears of Isis - M:tR - PP 87 the walking healer (Alitu) - M:tRPG - PP 120 Chichi of the Mighty Ones (Saudade) M:tRPG - pp 131 Dust of Tomorrow (Respiro) - M:tRPG - pp 136 Endless Slumber (Respiro) - M:tRPG - pp 136 Freeing the shadows of madness (Respiro) M:tRPG - pp 136 Elegant crane deftness (Feng Tan) - M:tRPG pp 142 Flame hand strike (Feng Tan) - M:tRPG - pp 142 Opening the third eye (Feng Tan) - M:tRPG pp 142

Level four Ashes to Ashes - M:tR - PP 88 Greater Quiddity - M:tR - PP 88 Panacea - M:tR - PP 88 Philosophers Stone - M:tR - PP 88 Potion of the Seperable Ka - M:tR - PP 88 Memory of water (Sarandu) - M:tRPG - pp 126 Within the river (Sarandu) - M:tRPG - pp 127 Summon forth the Frigid Soul [first and third version](Respiro) - M:tRPG - pp 137 Voyage without End (Respiro) - M:tRPG - pp 137 Mantle of divine authority (Feng Tan) - M:tRPG - pp 143 Plague curing method (Feng Tan) - M:tRPG pp 143

Level five Catalyst Crucible - M:tR - PP 88 Deadly Poison - M:tR - PP 89 Dust to Dust - M:tR - PP 89 Flesh of the Gods - M:tR - PP 89 Potent Exlixir - M:tR - PP 89 Potent Philtre - M:tR - PP 89 Potent Tonic - M:tR - PP 89 Potion of the Devine - M:tR - PP 89

Potion of the Vile Body - M:tR - PP 90 Flesh of Purity (Respiro) - M:tRPG - pp 138 Godbody of the celestial emperor (Feng Tan) M:tRPG - pp 144 Restoration of youth’s vigour (Feng Tan) M:tRPG - pp 144 Transcendent living flame (Feng Tan) M:tRPG - pp 145

Amulets The creation of objects that hold and can even activate spells is a common form of Magick the world over. Whether that be the paper charms of China or the flayed flesh of Aztec sacrificial victims. Those who master the art of Amulets are crafters, artisans, but rarely if ever mechanics. Their creations are beautiful, often intricate, but always static.

Level one Ashen Shroud - M:tR - PP 92 Eye of the Horizon - M:tR - PP 92 Simple Ward - M:tR - PP 92 Warding Sign - M:tR - PP 92 Wood Ward - M:tR - PP 92 Incense ward (Alitu) - M:tRPG - pp 118 Plant the soul (Sarandu) - M:tRPG - pp 122 Pumapuncu (Sarandu) - M:tRPG - pp 122 Ward of the three sisters v3 (Sarandu) Wrap the mantle (Sarandu) - M:tRPG - pp 123 Shelter of the Chosen (Respiro) - M:tRPG - pp 134 Still the fluttering Wing (Lung Tan) - M:tRPG pp 147

Level two Amulet of Cloud Walking - M:tR - PP 93 Lesser Talisman - M:tR - PP 93 Lesser ward - M:tR - PP 93 Prayer of the Aken - M:tR - PP 93 Scarab of Life - M:tR - PP 94 Feed the cave (Sarandu) - M:tRPG - pp 124 Raise the roof beam (Sarandu) - M:tRPG - pp 124 Sunay (Sarandu) - M:tRPG - pp 124 Eggs of Cursing (Saudade) - M:tRPG - pp 130 Follow the Hoofbeats (Saudade) - M:tRPG - pp 130 Tellbread (Saudade) - M:tRPG - pp 131 Winter Charm (Respiro) - M:tRPG - pp 136

Level three Major ward - M:tR - PP 94 Metal ward - M:tR - PP 94 Sign of Luck - M:tR - PP 94 Veil of Amaunet - M:tR - PP 94 Wrappings of Imhotep - M:tR - PP 95 Kentipuncu (Sarandu) - M:tRPG - pp 124 Platform of destiny (Sarandu) - M:tRPG – pp 125 Stonecutters defence (Sarandu) - M:tRPG - pp 125 Chichi of the Mighty Ones (Saudade) M:tRPG - pp 131 Lesser Curse (Saudade) - M:tRPG - pp 131 Aura of Purity (Respiro) - M:tRPG - pp 136 Pilgrims Rest (Respiro) - M:tRPG - pp 137 Shield of Fortune (Lung Tan) - M:tRPG - pp 149

Level four Ebon Bindings - M:tR - PP 95 Eye of Sekhmet - M:tR - PP 95 Geb's Blessing - M:tR - PP 95 Greater Veil of Amaunet - M:tR - PP 95 Greater Talisman - M:tR - PP 96 Greater Ward - M:tR - PP 96 Geoglyph (Sarandu) - M:tRPG - pp 126 Greater Curse (Saudade) - M:tR - PP 132 Summon forth the frigid soul [first & second version] (Respiro) - M:tRPG - pp 137 Scroll of the Minds Eye (Lung Tan) - M:tRPG pp 149

Level five Buckle of Isis - M:tR - PP 96 Princely Talisman - M:tR - PP 96 Princely Ward - M:tR - PP 96 Scarab of Death - M:tR - PP 96 Ward of Permanence - M:tR - PP 96 Wrappings of Osiris - M:tR - PP 97 Swallowed by the mother M:tRPG (Sarandu) pp 127 Summon forth the frigid soul [Third version] M:tRPG - pp 137 Freezing the essence (Respiro) - M:tRPG - pp 138

Celestial The study of omens and signs, of understanding and mastering the heavens, is the purview of the masters of the Celestial path. They are charged with warning the dynasties of future danger and with helping Immortals reach a reconciliation between freewill and destiny. They study the sciences of astrology and astronomy, the actions of animals and the vagaries of the weather. It is not unheard of for Immortals to use celestial to gain an advantage over others at the card table or the stock exchange. In the modern world they are drawn to the theories of chaos and randomness chance, as well as to statistics and mathematical patterns. They are as likely to be storm chasers or artic biologists as they are to be tarot readers, investment bankers or Gamblers.

Level one Becalm - M:tR - PP 98 Grip the water - M:tR - PP 98 Hanging the Stars - M:tR - PP 98 Hiding the Stars - M:tR - PP 99 Simple Weather magic - M:tR - PP 99 Weather Sight - M:tR - PP 99 Bring the true water (Alitu) - M:tRPG - pp 117 Follow the smoke (Alitu) - M:tRPG - pp 117 Paint the forest (Alitu) - M:tRPG - pp 118 Polishing the stone (Sarandu) - M:tRPG - pp 122 Curse of the false eunuch (Saudade) - M:tRPG - pp 128 Unsight (Saudade) - M:tRPG - pp 130 Climb the sky (Respiro) - M:tRPG - pp 134 Vision of winter (Respiro) - M:tRPG - pp 135 Sense luck’s flow (Feng Tan) - M:tRPG - pp 140 Still the fluttering wing (Lung Tan) - M:tRPG pp 147 Unseen passage (Lung Tan) - M:tRPG - pp 147

Level two Book of Thoth - M:tR - PP 100 Lesser Weather magic - M:tR - PP 101 Read the Stars - M:tR - PP 101 Sahu Ra - M:tR - PP 102 Fire blessing (Alitu) - M:tRPG - pp 118

Gaze into the bowl (Alitu) - M:tRPG - pp 118 Pitcher of illapa (Alitu) - M:tRPG - pp 119 Vision vine (Alitu) - M:tRPG - pp 119 Rain ward (Sarandu) - M:tRPG - pp 125 Eggs of Cursing (Saudade) - M:tRPG - pp 130 Throw the power (Saudade) - M:tRPG - pp 131 Whispers from the mountain (Respiro) M:tRPG - pp 135 Drunken monkey dance (Feng Tan) - M:tRPG - pp 141

Level three Call the Stars - M:tR - PP 102 Divine Forms - M:tR - PP 102 Major Weather Magic - M:tR - PP 102 Burn the Bundle (Alitu) - M:tRPG - pp 119 Rite of the Sacred Marriage (Saudade) M:tRPG - pp 131 Vessels of knowing (Saudade) - M:tRPG - pp 132

.Level four Greater Weather Magic - M:tR - PP 103 Ra's awakening - M:tR - PP 103 Read the Tree of Life - M:tR - PP 104 Sandstorm - M:tR - PP 104 Wisdom of Isis - M:tR - PP 104 Rite of the toad (Alitu) - M:tRPG - pp 120 Straddle the wave (Alitu) - M:tRPG - pp 121 Call the cold sea (Sarandu) - M:tRPG - pp 126 Walking the light (Saudade) - M:tRPG - pp 133

Level five Divine Greatness - M:tR - PP 105 Plague of Ma'at - M:tR - PP 105 Potent Weather Magic - M:tR - PP 106 Rousing Apophis - M:tR - PP 106 Hunt of the Sun (Alitu) - M:tRPG - pp 121 Urcuchilla (Alitu) - M:tRPG - pp 121 Command the lords fire (Saudade) - M:tRPG pp 134 Entombment (Respiro) - M:tRPG - pp 138 Shattering the shell of impurity (Respiro) M:tRPG - pp 139 Gently typhoons passing (Feng Tan) - M:tRPG - pp 144 Eye of the tempest (Lung Tan) - M:tRPG - pp 151 The Kings Highway (tread the dragon tracks) M:tRPG - pp 151

Effigy (Ushabti) From Imhotep the architect to Hero of Alexandria, the creation of machines and automatons has long been the field of the Genius, of civilization itself. Those of us with a written language look down upon those without. Those of us with wheeled chariots and composite bows conquered those without such tools. This is the way of the sentient mind and the dominant species across the globe. Ushabti deals with sympathetic magic and with complicated devices, with machinery and the manufacture of magical automatons to serve magicians in this world. It also deals with the creation of relics to assist the Ba in the Underworld and to strengthen and protect the Shadow Kingdoms of the Immortals in their death cycles. Words of power carved into ir recited over a model or picture might spiritually link it to the thing it depicts, so that what befell one befall both; or they could give it a kind of life and enough intelligence to obey simple orders; or they could make the thing it represents appear and be real in the world of the dead. The Cabiri guard their subterranean vaults with mechanical three headed dogs, the Xibalba are protected from Tezcatlipoca by cloaks of ghost feathers, the magick of Ushabti is the only sure fire way to create Relics that survive into the Shadowlands and beyond. Given to mortals because of the1st dynasty practice of sacrificing servants to get afterlife thralls. An alchemist also passed it on to the yellow emperor bloke.

Level one Command Simple Implement - M:tR - PP 108 Simple Creature - M:tR - PP 108 Simple Inertion - M:tR - PP 108 Simple Servitor - M:tR - PP 109 Simple Wrest - M:tR - PP 109 Fodder of hunin pacha (Sarandu) - M:tRPG pp 121 Gallows of the sun (Saudade ) - M:tRPG - pp 128

Level two Command Lesser Implement - M:tR - PP 109 False Door - M:tR - PP 109 Lesser Chattel - M:tR - PP 110 Lesser creature - M:tR - PP 110 Lesser Inertion - M:tR - PP 110 Lesser Writ - M:tR - PP 110 Litter of the sun (Saudade ) - M:tRPG - pp 130 Call upon the servants of snow (Respiro) M:tRPG - pp 135.

Level three Command Complex Implement - M:tR - PP 110 Complex Chattel - M:tR - PP 110 Major Bond of Fate - M:tR - PP 111 Major Creature - M:tR - PP 111 Major Inertion - M:tR - PP 111 Major Relic - M:tR - PP 111 Major Wrest - M:tR - PP 111 Modest Reflection - M:tR - PP 112 Overseer - M:tR - PP 112 Sekhem Vessel - M:tR - PP 112 Cist of the offerings (Sarandu) - M:tRPG - pp 124 Mold the body (Sarandu) - M:tRPG - pp 125 Stonecutters defence (Sarandu) - M:tRPG - pp 125

Level four Greater Relic - M:tR - PP 11 Guard - M:tR - PP 112 Majestic Reflection - M:tR - PP 113 Superior Bond of Fate - M:tR - PP 113 Superior Chattel - M:tR - PP 113 Superior Creature - M:tR - PP 113 Supererior Inertion - M:tR - PP 113 Superior Wrest - M:tR - PP 113 Crown of Lucochulpec (Respiro) - M:tRPG - pp 137

.Level five Ka Vessel - M:tR - PP 114 Living Bond of Fate - M:tR - PP 114 Princely Chattel - M:tR - PP 114 Princely Creature - M:tR - PP 114 Princely Inertion - M:tR - PP 114 Princely Reflection - M:tR - PP 114 Princely relic - M:tR - PP 114

Princely Wrest - M:tR - PP 115 Lord landslide (Sarandu) - M:tRPG - pp 127 Warriors of stone (Sarandu) - M:tRPG - pp 128 Apu (Saudade ) - M:tRPG - pp 133

Necromancy The Hekau path of Necromancy gives the Immortal power over the restless dead and all within the Dark Umbra while he still lives. But it is many ways the path of the soul, the path of Spirits; with it, the immortal gains powers over his own soul. For beings who straddle two realms, Magick needs to embrace the difference between flesh and spirit and to bridge the gap that separates the two. Necromancy is the art and philosophy which does this, it teaches the Reborn ways to manipulate the unseen world and to harness the energies of the spirit world, as well as ways and means to survive when dealing with the denizens of the otherworlds. It is the brother art to Arcanoi, the specialisation of the dead and the Sahu of the Imortal while in his Death cycle. Because of this new definition of necromancy, the following spells are now no longer part of that art: Ghost Lantern, Stormwalk, Storm Shield, Shadow Portal and Amenti's Grace but many of their abilities have been folded into the Alternative Arcanoi path of Het-Ka Argus as detailed in the New Spells section.

Level one Boddy Preservation - M:tR - PP 115 Death's Shroud - M:tR - PP 115 Judge the Soul - M:tR - PP 116 Seperate Ka - M:tR - PP 116 Summon the Dead - M:tR - PP 117 Plants of power (Alitu) - M:tRPG - pp 118 Chase powder (Saudade) - M:tRPG - pp 128 Coyllur riti (Saudade) - M:tRPG - pp 128 Crop the mane (Saudade) - M:tRPG - pp 128 Slingshots of the moon’s feast (Saudade) M:tRPG - pp 129 Winter respite (Respiro) - M:tRPG - pp 135 See the Lands of the Spirit - M:tRPG - pp 140 Hundred shadow cloud (Lung Tan) - M:tRPG pp 146

Level two

Level five

Banish the Dead - M:tR - PP 117 Bind the Dead - M:tR - PP 118 Fertility of Osiris - M:tR - PP 118 Revisit Death - M:tR - PP 118 Sense the Dead - M:tR - PP 119 call upon the servants of snow (Respiro) M:tRPG pp 135 Call the spirits (Feng Tan) - M:tRPG - pp 141 Ebon bonds (Lung Tan) - M:tRPG - pp 147 Ice-hand strike (Lung Tan) - M:tRPG - pp 148 Spirit lantern (Lung Tan) - M:tRPG - pp 140

Call the Khaibit - M:tR - PP 122 Entrap the Ba - M:tR - PP 123 Heart of Life - M:tR - PP 123 Panoply of Shadow - M:tR - PP 123 Reshape the Lost Soul - M:tR - PP 123 Scouring Oblivion - M:tR - PP 124 Pillcopuncu (Sarandu) - M:tRPG - pp 127 Qaya 'Great Summoning' (Saudade) - M:tRPG pp 134 Tread the dragon tracks (Lung Tan) - M:tRPG pp 151

Level three Bind the Living - M:tR - PP 119 Death's Hand - M:tR - PP 120 Manifestation - M:tR - PP 120 Seperate Ba - M:tR - PP 120 Rite of the table (Saudade) - M:tRPG - pp 132 Sucking the Chonta (Saudade) - M:tRPG - pp 132 Dust of tomorrow (Respiro) - M:tRPG - pp 136 Pilgrims rest (Respiro) - M:tRPG - pp 137 Bind the demon’s servant (Feng Tan) M:tRPG - pp 142 Brambles on the road (Lung Tan) - M:tRPG pp 148 Ghost walking method (Lung Tan) - M:tRPG pp 148 Projection of inward being (Lung Tan) M:tRPG - pp 148

Level four Animate Corpse - M:tR - PP 121 Khaibit's Embrace - M:tR - PP 121 Server Soul - M:tR - PP 122 Sin-Eating - M:tR - PP 122 Geoglyphs (Sarandu) - M:tRPG - pp 126 Change of the guard (Saudade) - M:tRPG pp 132 Drink of the Moche (Saudade) - M:tRPG pp 133 Ghost pot (Saudade) - M:tRPG - pp 133 Walk the barriers (Feng Tan) - M:tRPG - pp 143 Blur the mind (Lung Tan) - M:tRPG - pp 149 Whispering stones (Lung Tan) - M:tRPG - pp 150

Ren-Hekau - Nomenclature Language and elucidation are the tools of this path, its masters are wordsmiths and historians, anthropologists and cryptographers. They study the connection between creation and mans ability to name and control it, seeking for the tools and language to do so for themselves. The idea of spells performed with spoken words and incantations were born from the practice of Ren Hekau and the first faltering steps of this path can often resemble spell casting from popular media.

Level one Asking the Trees - M:tR - PP 126 Forgetting the Stone - M:tR - PP 126 Forgetting the Tree - M:tR - PP 126 Name the Secret - M:tR - PP 126 Naming the Warning - M:tR - PP 126 Name of the fountain (Alitu) - M:tRPG - pp 118 Strength of the Ayno (Saudade) - M:tRPG pp 129 The way of the calm soul (Lung Tan) - M:tRPG pp 147

Level two Becoming the Stone - M:tR - PP 127 Becoming the Tree - M:tR - PP 127 Cloud the Name - M:tR - PP 127 Command the Beast - M:tR - PP 128 Mend Flesh - M:tR - PP 128 Drinking the dust (Sarandu) - M:tRPG - pp 123 The seals breath (Sarandu) - M:tRPG - pp 124 Snare the name (Saudade) - M:tRPG - pp 130 .Level three

Become Animal - M:tR - PP 128 Command Thought - M:tR - PP 128 Name of Hekau - M:tR - PP 129 Whispers tot he Heart - M:tR - PP 129 Fire sway (Alitu) - M:tRPG - pp 120 Icaros (Saudade) - M:tRPG - pp 131

Word of Authority - M:tR PP 131 Name of the forgotten (Alitu) - M:tRPG pp 121 Death touch (Lung Tan) - M:tRPG pp 151

Level four Enslave - M:tR - PP 129 Fortify Flesh - M:tR - PP 130 Naming the Body's Destruction - M:tR PP 130 Speaking all Names - M:tR - PP 130 Ward of sky metal (Saudade) - M:tRPG pp 133 Curse of the South (Respiro) - M:tRPG pp 137 Ten paces strike (Feng Tan) - M:tRPG pp 143

Level five Forgetting the Person - M:tR PP 130 Ptah's Word - M:tR PP 131 Whispers to the Body - M:tR PP 131

The Spell of Life All Immortals were created by the Spell of Life (or a variation thereon). The original spell was created by Isis and Nephthys and was used to create the Shemsu-Heru. From these ShemsuHeru came the Ishmaelites, and from them the Cabiri and the Tzadikim. Then there was a transmutation of the spell worked by Mages in distant lands after they received the knowledge of the Spell from Wandering Ishmaelites. In both Asia and Europe the Mages employed elixirs or consumable component's to create the Xianrén and the Crochan Geni, while other mages latched onto the Necromantic aspects of the Spell of Life to create the Xibalba and the Oboli. However, the assumption that all versions of the spell have a single parent is not written in stone, even if it much of the text seems to lean towards this version. Should you be unhappy with the Egyptocentric concept there is nothing in this version of Mummy that prevents you telling stories in a world where the Immortals were created separate from one another. Paragenesis of the Spell of life in more than one culture is far from impossible, after all look at other effects the mages managed to come up with on their own only to discover there

foreign brothers to have done the same. Add to that the lack of borders and distance for the awakened in the Mythic age and there is nothing to stop the Mages of South America perfecting the same great work as the students of Thoth and the Wyck. The true magic of the spell of life is powerful stuff from the time when the Mythic age was undaunted and the worlds undivided. Each group or camp of Mages that practiced it have added their own elements, beliefs and foci. The Cabiri have documented over 60 cosmetic variations of the Spell, all of which hint at various fashions and outlooks within the veil of Isis or different cults and cultures of Magi conducting the ritual. As knowledge of the Spell travelled further away from the Nile, its rituals and wording went through changes and alterations dictated by local patterns and paradigms but the Spell itself remained essentially the same. One of the most vital aspects of the Spell of life is death. Isis was acutely aware of the natural cycle as her magic style was far closer to what modern Verbena practice than any other Magical tradition. She knew that all

things must be born of the dual powers of the male and female and that all things must eventually pass onto the next stage of life through the doorway of death. The Immortals shape-shifting allies, especially the Silent Striders, understood the process of the Spell of Life and witnessed its adherence to the natural cycle. To these Garou and those who listened to their wisdom, there was never anything unnatural about the immortals eternal journey around the wheel. But this is more than just a religious belief or a new age conceit; Death is essential to everything that lives and to deny it feeds Oblivion. Thus all Immortals created with the Spell of life must die before they become Immortal and not until they have died can they become Immortal. Those mages who deny death, Liches and some of the worst dark Immortals, who create Immortals that have not tasted death first, they ultimately serve Oblivion in ways too terrible to countenance. Historically the first Mummies created by mages other than the veil of Isis were the eldest Tzadikim, followed soon after by the first Xibalba. Either through the betrayal of an Ishmaelite or some now forgotten trade with the Veil of Isis itself, the Spell of life found its way into the hands of Elamite Mages sometime in the 2nd millennium BC and was used to create the Tzadikim. Except for being spoken in a new language and being dedicated to different underworld Gods, this Spell is to all intense and purpose, identical to the Spell that created the Shemsu-Heru and the earliest Ishmaelites. The Xibalba Spell of life shares many details with its counterparts and hushed whispers claim that the spell travelled to South America along with an Ishmaelite from the Fertile Crescent. However nobody knows from whom exactly the Peoples of MesoAmerica learned Isis great work. Certainly the world was a smaller place in the Mythic age, and both the Dead and the Awakened made it even smaller in their own domains and circles. Perhaps Mages of Egypt met Mages of the EpiOlmec in the cerebral realms that would one day become the Umbra, or maybe the Wraiths of

magic users shared their secrets after death on some Far shore or Tempest byway. When the Ishmaelite shared the Spell of Life with Cabirus in the 6th century BC he could not have known that others had already let the ritual slip into the hands of Wicce in the distant Isle of the Mighty or to Alchemists in distant Cathay. Even these mutations of the original spell are further sub divided by cultural and philosophical details. There are Xibalba from Northern America whose preparation included self-mutilation and long periods in sweat lodges or hanging from ropes. While in Mexico, one cult of Magi moliated the Wraiths of the immortal-to-be until they appeared to be flayed as part of the preparation ceremony. Mongol Xianrén prepared themselves for the first death as warriors, with the magic taken care of by court Alchemists and wizards and they cross into the Shadowlands after a quick and violent end. They share the Dynasty with Tibetan Buddhists who reached their reborn state almost completely solo, having crafted the elixir themselves and then slowly starved themselves to death over a long and painful process. Each Dynasty write up includes some of the camps within each group who are notable for distinct trappings and methods to their Spell but players and Storytellers are encouraged to flesh these ideas out and to add any culturally or thematically appropriate camps of their own. Some players might be uncomfortable with the suggestion that an ancient Egyptian travelled to South America and the hints that the Spell of Life used to create the Xibalba is in fact the exact same spell of Life that Isis created, or a very close rendition thereof. We may scoff at such new age mumbo jumbo and state quite clearly that the Natives were every bit as capable of such magic. We also know that the Mummies of the Andes and the rest of south and central America are nothing like the mummies of Egypt. In our world it is foolish, and a little insulting to other cultures, to assume they must have all learned Pyramid construction and body preservation from one culture.

But this is not our world, this is the World of Darkness. This is a world that evolved from the Mythic age and its prehistory is not that of our world. The Mythic age is difficult to imagine for us in a world where only be truth can exist. The age allowed paradox and conflict to exist together. Adam really was the first man, but at the same time other humans not only existed, they predated Adam and Eve by a very long time. By the time the gates to Eden were locked to Adam, Lilith, and Eve, humanity in Africa had evolved from primates and had been breeding for millennia. While we scoff at those who believe in the prehistoric contact between Mesoamerica and Egypt, in the World of Darkness they are the enlightened ones. Thier tenuous linking of the pyramids, the similar legends and myth structures, and of course the mummies are correct in the other world where our games are set. So use soem of that counter culture, mention that Mummies from Peru and other cultures show some very sophisticated and recognisable methods of preservation including the removal of internal organs, the

importance of the 'opening of the mouth' ritual, the barge of the afterlife journey and several other aspects. Peruvian mummies were coated in resin as part of the process that prevents decomposition. This resin uses tropical plants (including Araucaria conifers from the pacific islands, over 7000 miles from the Peruvian coast) and marine oils from all around the Southern American Coastline, showing a shared knowledge of preservation across the continent. The reborn however know that the actual mummification process has little to do with the spell beyond being a method of preserving the body to satisfy one aspect of the Great Rite. That in fact, what the sleeping world knows about mummification comes only from improper attempts to copy the spell of life and the true mummification involved in the spell of life. They also know that as vast as the Oceans are, when you can walk on clouds or fly in the barge of Re, when you can traverse the tempest or employ untiring Ushabti to row your boats, distance has no meaning.

Chapter 5 Going Forth

The Underworld In heaven all the interesting people are missing. - Friedrich Nietzsche The Underworld, known by mages as the dark Umbra, came about as the mythic age ended. The dead who had once walked the earth, or withdrew to realms just a whisper away from their descendants, were now increasingly bound into a separate dimension. At the same time dreams withdrew to their own lands and the spirits of nature and enigma were similarly fractured from the core realm. Eventually the emotional shadow of the living world drifted far enough away that it touched on the tempestuous storm that marked the borders of Oblivions maw and the Underworld as we know it today came into being. It is impossible to say exactly when the Shadowlands first existed as a distinct dimension but the rise of civilizations and human cities had a monumental effect on the process. The Fae and the Shapeshifters noticed it first, when Humans began to master the world they lived in. Mages notices soon after, and the Undead last of all but the death of magic has been and continues to be the most significant string in the rich tapestry of the World of Darkness. As the earliest human society arose in ancient Egypt, guided by the Vampires Set and Osiris, the awakened individuals came to understand that the dead had not completely abandoned the world, simply retreated to this new Underworld, which they called the Duat. To mages like Isis the Duat was not the great mystery then that it is now and when the first Immortal was given the Spell of life he did not go into the afterlife unarmed. Arcanoi and Hekau allowed the first Immortals to expand and fortify the realms they found in the Duat. Echo’s of the living lands formed by the passions and desires placed upon the great cities, tombs and temples of the Kingdom. The substance of the Duat was workable by the Immortals and they built their shadow realm Amenti into a stunning kingdom

beyond the shroud. In later years the ShemsuHeru and the Ishmaelites taught the necessary skills to the other Dynasties, allowing each of them to found shadow realms of their own. Charon was, to the Undying, quite a latecomer. His empire of Stygia, built during the time of the Roman republic, a comparatively modern event. Amenti stood in the Underworld for thousands of years before the structure of the Dark Kingdom of Iron was even begun and its Wraiths can be forgiven if they barely pay the slightest mind to the Hierarchy, the Guilds or the Legions. The same is true of all the Shadow realms built by the other Immortals, or more correctly, by the legions of Ushabti in their employ. But as the Dark Kingdoms did begin to arise some of them pushed the Shadow realms into the less travelled corners of the underworld, either outstripping by dint of sheer numbers or attempting to conquer them out of a desire for their power and riches. Erlik Khan had ruled the Underworld of the east from Siberia to the Yangze River for centuries but it was toppled by Qin Shi Huang (Yu Huang). Amenti, with the aid of great magic’s, slipped from sight, as did the Duat holdings of the Crochan Geni and the Tzadikim. The lands of the Xibalba remained in control of the flayed lands until the Spaniards came, but they eventually followed the tactics of the other Dynasties, disappearing from the notice of the Wraiths. They all remain independent and protected from the stygian empire because of the power of their dead and by the treaties forged between Anubis and the ferrymen. To this day the Shadow realms remain masked from anybody not invited to journey there, hidden by powerful spells of stealth and misdirection and by the untiring Ushabti guardsmen.

Today the Underworld is less about geography and more about concepts and emotions in locations only partially connected in a recognisable fashion. The dark kingdoms dominated the Shadowlands for two thousand years, with the Shadow Realms hidden away on the edges of the tempest, but now the old order has fallen and the Duat is in tatters.

The shadow realms The Elysian fields, shadow Realm of the Cabiri Now by these regions filled with fear, by this huge Chaos, these vast silent realms, to which are owed ourselves and all creation; a brief while we linger; then we hasten, late or soon to one abode; here on road leads us all; here in the end is home; over humankind this kingdom keeps the longest sovereignty. - Ovid The Cabiri are well looked after in the underworld, their every whim seen to by a dedicated group of Wraiths called the Eumenides. These servants ensures that the Cabiri are met when they die and well looked after in their journey through the Shadowlands. Their leader Hermes Psychopompus guides the Important Reborn and sends chosen agents to look after the safety of the rest, bringing them through the pitfalls and the Valles Avernae (Valleys of Hell). On there way into the Tempest they must cross the five rivers of Hades the Archeron (the river of sorrow), Cocytus (lamentation), Phlegathon (fire), Lethe (forgetfulness) and the Styx (hate), which form the boundary between upper and lower worlds. Each River runs eventually into the Sea of Shadows, and no matter what route is taken, all five must be crossed.

By crossing these rivers, and the tests they present, the Dead have proven their lives worthy of continuance. They have walked through Fire and cast out sorrow and doubt, they have not fallen to the Shemsu-Heru flaw (according to the Cabiri) of hate and most importantly, they have not forgotten themselves or their way. They are on the home stretch for the Elysian Fields. However, those who cannot pass these tests, or at least some of them, to the satisfaction of the Eumenides are left to their own devices. If this is their first death, they never return to their bodies to become reborn and are left to the fate of Drones. If it is simply one of the many death cycles, they are left to battle the shadowlands (and the Stygian patrols) alone mostly, unless something or someone can change the Furies mind. With the challenges met and defeated, or the Eumenides won over, it is on to the Elysian Fields. Once he has found the Elysian Fields, the Spirit of the Cabiri must face three Wraith judges who go by the names Aeacus, Rhadamanthus and Minos (almost certainly not the same Minos who heads up the Mnemos guild) the inflexible judges of the dead. His actions are debated by these three Ancient Ghosts and weighed against the teachings of Dikaiosyne. Though the Judges of the Cabiri are less strict than the 42 judges of Amenti, they still demand strict adherence to the chosen path. Those Cabiri who find the Path of Dikaiosyne too extreme are still expected to walk their own path with devotion, whether that be the path of Humanity or another foreign path. Similarly, just as the Egyptian Dead could cheat their way through this test with the funerary spells, there are ways around the Cabiri judges. Those who live by the Orphikos bios, or "Orphic way of life", that is dedication to the mysteries and the arts, vegetarianism, abstention from Sex, and refrained from eating eggs and beans — got extra marks and often managed to scrape through. Living in a manner that the Judges might not approve of can be balanced with a single life cycle of abstinence and patronage. It truly is a matter of bargain and balance.

The Elysian Fields The afterlife that the Cabiri experience is already well documented in the Wraith canon, for it is the Dark Empire of Steel in which they rest when they are dead. The Cabiri still use Greek terms and mythological references to describe their world. The lands of the dead are named Hades (the house or domain of Hades (domos Aidao), Hades, Erebus, the Asphodel Fields, Stygia and Acherontia), the Stygian empire being at its core until recently. The Tempest is named Tartaros – the great pit which was originally the exclusive prison of the old Titan gods, but which later came to mean the dungeon home of the damned souls. The Cabiri often refer to the Malfeans as Titans. The far Shores are understood as the Islands of the Blessed or Elysian Islands ruled by Cronus, where the great heroes of myth resided after death. And then there are the Elysian Fields, where the virtuous dead and initiates in the ancient Mysteries were sent to dwell. The Elysian Fields are the secret Realm of the Cabiri in their Death Cycle, their answer to the ShemsuHeru kingdom of Amenti. A realm of Marble temples and vast amphitheatres, of thoughtful debate and erotic plays put on by the shades of the dead. The Elysian fields are maintained by those Wraiths who served or loved the Cabiri in life, an ever growing sect of the dead still searching for some reward in the afterlife or the answers to the Mysteries themselves. The Byways and sacred paths that lead to the Elysian fields are unknown, or more likely long forgotten, by the Stygian Hierarchy. However the truth is that this realm would fare far worse if discovered because it has none of the sapiritual defences common in Amenti or other realms. The Realm is difficult to discover, but once found the portals stand open and unguarded. The Heretics have heard rumours of them and the renegades share a few myths that paint them as some sort of utopian sanctuary. Cabiri thralls have been captured from time to time and tortured by the Deathlords, only to discover that the Thrall knows only a drop point and not the location of the realm itself. In

truth, without the aid of the Cabiri and the lessons hidden in the Mystery plays, no wraith or Spectre would find their way to the Fields easily. Stygia was built upon the philosophy, language and Culture of the Classical world, on the memories and ideals of the Greeks and Romans who inherited much of the Ancient ways of the Egyptians. While the modern Hierarchy has its own methods and beliefs, at its heart is still this relic of the past and it is into that memory that the Cabiri have tapped for their own comfort and security. Through careful manipulation of agents and servants the Cabiri enjoy the benefits of the Stygian empire, able to trade for the same relics and services the average Hierarchy Wraith could. Transactions in both directions go through a number of Wraith’s, none of whom know more than necessary about the Cabiri, and none can reveal the final destination of trade goods. Ushabti, only able to speak of the trade like an automated shopping list, handles the final leg of the journey. Taken from the pre-programmed route these relics crumble to dust. Those Cabiri who have mastered Necromancy often take simple steps to hide their true nature and go about the Empire as if they were truly dead themselves. Though few in number, these reborn have managed to subtly affect Stygia down through the ages, bribing officials in Necropoli or advising those Wraith’s not quite up to the task of government. In the lands of the living, the Shemsu-Heru rule the Immortals, and the Cabiri remember an age where they walked in fear. But In Death, the Reborn of Egypt must hide away in Amenti for the most part while the Cabiri have much greater freedom and power. Before the Sixth great Maelstrom, members of the Cabiri were able to manipulate many aspects of Sygian policy and actions. Should the Shemsu-Heru ever decide the decade was right for a purge against the Cabiri, they could counter with redirected Hierarchy legions. Not that a couple of dozen Immortals who spend part of their existence in the shadowlands can effect large changes on

a monolithic empire, but they have been known to delay attacks or redirect minor crusades from time to time.

The Eumenides (Erinyes) ” It shames me too, alas! how Tartarus opened a way to the Odyrsian plaint [Orpheus]; with my own eyes I saw the Eumenides shed base tears at those persuasive strains, and the Sisters repeat their allotted task. Their cheeks, it’s said, were wet with tears; and the queen [Persephone] and he whose sceptre rules the underworld could not deny the prayer. - Ovid The Myths of the Cabiri tell of a single Ferryman, Hermes Psychopompus, who took a great interest in the first of the Cabiri and brought him to the Realm of the Underworld that would become the Elysian Fields. There are heretical rumours among the Dead that this figure is in fact Anubis enmasqued, having adopted a suitable guise with which to watch over the bastards of the great rite just as he does the Shemu-Heru and their Ishmaelite associates. He trained a large number of the Dead who had been faithful to the Mysteries in life and gave them the name Eumenides (Erinnyes) after the ferocious spirits that served the Goddess Dike. As patroness of the Path of Dikaiosyne (Righteousness), Dike was already much loved by the Cabiri and the Immortals took these dead to their hearts from the earliest meetings.

In the myth of Orpheus (often a mask for the first Cabiri Immortal), when the Poet descended into Hades to rescue his love, it was the ability of his words to move the implacable Furies that won the sympathy of the Chthonic Gods of Death. The legends tells how Orpheus lament for Eurydice was so profound that it tamed the furies and brought them to his side when they had remain unmoved by any others plight before that time. Clearly this legend recounts the time when the Cabiri established their ‘army of furious shades’.

From a small group of guides and aides, the Eumenides grew into a large contingent. Some

joined to escape the Stygian grind, but most came because they had been followers of the Mysteries in life, or even friends and lovers of the Immortals. Serving the Immortals meant entry to the Elysian Fields, and even if they were not the real ones of legend, they were a vast improvement on the rest of the Underworld. Thus now the Cabiri, formerly a minor offshoot of the Immortal race, became a force to be reckoned with in the afterlife. The Elysian Fields now house many Eumenides Wraiths, faithful servants to the Cabiri and citizens of a faux paradise. But those within the Fields and those without rarely interact, because to do so would put the Cabiri realm at risk. To leave the Elysian Fields requires one to have the memory of that place forcibly removed for security and so those who act as ferrymen are looked upon with special reverence.

Annwfyn: Shadow realm of the Crochan Geni yn annwfyn ydiwyth, yn annwfyn ygorwyth, yn annwfyn is eluyd… in Annwfyn the peacefulness, in Annwfyn the wrath, in Annwfyn below the earth... As with all Dynasties of the Undying, the Crochan Geni have carved out a realm for themselves in Tir na Mairbh (the land of the dead). But for these reborn it is less a paradise than for many other immortals. Their Shadow realm is known by the Welsh word annwn, annwfyn - traditionally translated as "otherworld," "un-world," or even possibly "extreme world". Rising out of the sea of shadows is an island, the shores of which are shallow and boggy. The only relief from the swampy morass are sharp tooth like rocks and scattered outcrops. A river called Gjoll runs from the sea, and its shores are boggy and treacherous too. The river snakes around a great craggy uprising in the centre of the island, the only large expanse of solid ground which would dwarf many a modern town, atop of which is a vast fortress:

Dun Scáith, the Fortress of Shadow seemingly built out of the very bedrock. This island is the Shadow realm of Annwn and at its centre, within Dun Scáith, rests the Hall of Eliudnir. That hall is in truth merely the fabled hall of Hel who was rumoured to have great possessions there ; her walls are exceeding high and her gates great. Eliudnir (or Éljúðnir in Old Norse) echoes with boasting, drunken conflict and the songs of bards attempting to deny the Tempest outside.. The realm is hard to find and even harder to reach, the Bogs require a great skill to cross and few outside the ferrymen are capable. The only way to reach Dun Scáith is to cross the river Gjoll, which is freezing cold and has knives flowing in it. The walls of Dun Scáith are woven from the spines of serpents which drip poison down onto those who wade in the rivers of blood below. The only way across the river is over a bridge that appears to be made of human skulls. If a living person steps on the bridge, it rings out as if a thousand men walk across it, yet the dead pass without a sound. Furthermore, the Bridge is over looked by the great gatehouses of the fortresses and the gates themselves are guarded by the Moliated barghuest Modgud, possibly an entire group of Wraiths in one form. Inside the walls are many halls, each surrounded by a constellation of smaller huts and houses. Here the Crochan Geni and their Wraithly allies have tried to recreate the paradise they expected to find in death. They strongly believe that such just rewards await them should they ever succumb to true death, and are thus happy with the simulacrum. There are gardens and terraces festooned to look like the Summerland. And Eliudnir itself could almost fool you into thinking it is Great Valhalla. Daily existence inside Dun Scáith is an uneasy mix of many cultures trapped within foreboding walls. The icy wraith of Hel sits within the hall of Eliudnir, with other powerful spirits at her high table. Distant and aloof, conducting all her afterlife through servants and administrators, Hel attempts to maintain an atmosphere of

high days and festival, perhaps knowing that the dead of Annwn are easier to handle if entertained. She provides what order there is in Annwn, tasking the ghosts of bards and performers to keep their subjects distracted. Tournaments and mock battles are common, as are tests of manliness and seamanship.

Borderlands and byways Some 40 Irish bog bodies were buried on borders between ancient Irish kingdoms. The concept of Borders is important to the dead of the Celtic world, somewhat less so to the Norse and other cultures under the Crochan Geni umbrella. Punishment in Annwn usually means a Wraith is buried in the shadow bogs, awake and sentient, serving as a sentinel against the tempest and the creatures of Oblivion. For many this punishment is a sentence for a certain period of time, a period to regret breaking the few rules of Hel’s kingdom, but for the worst offenders, it can be a permanent state. Captive prisoners, those in service to Stygia, the worst elements, they are all now permanently moliated alarm beacons dotted around the edge of the island.

In recent centuries, Annwn has received an influx of pathos from Tír na mBéo (the Land of the Living) where there has been an increase in interest in all things Celtic and Norse. Dun Scáith has begun to look as it did in the years before the cult of the nailed god, with repairs and upgrades a regular occurrence. Modern beliefs and the hankering for a mythical past have had an affect on the Fortress – an affect that is instantly recognisable to returning Immortals. The realm has evolved recently and the Fortress looks more like a medieval city then an ancient dwelling, something close to Hollywood’s vision of Camelot perhaps.

The many Shadow Realms of the Oboli As with everything else concerning the Oboli Dynasty, their Underworld holdings are piecemeal and diverse. They have no central realm like other Dynasties and many of the minor ones they do have are kept only for

certain factions and alliances within the Dynasty. It would be impossible to list every coterie of Heretics that give succour to a lone Oboli and every haunted mansion, which is in truth the only safe harbour for a single member of the dynasty. It is common for the Oboli to remain in the Shadowlands, which is sometimes safer than travelling deeper into the dark umbra but comes with its own drawbacks as far as Sekhem accrual goes. Some Oboli use the same skills that got them by while alive and enjoy the hospitality of other Dynasty’s, more than a few can be found in the Elysian Fields or Amenti. Two of the largest realms claimed by the Oboli, though relatively small, have had a huge impact upon the Dynasty and the wider Immortal world. Saboi and Mount Kogaionon both claim a very different history for the founder of the Oboli; Zalmoxis and their citizens could even said to be engaged in a shadow war with one another.

Kogaionon – the sacred mountain Mount Kogaionon is the home to the faithful Cult of Zalmoxis, those Wraiths and Immortals who believe they carry the torch for the ancient visionary and founder of the Oboli Dynasty. To these ardent worshippers Zalmoxis is only a memory now, for as their dogma teaches he was lost to Oblivion sometime around the rise of the Stygian empire. The Mountain itself is little more than rocky outcropping closer to the far shores than it is to Stygia which hints at vague volcanic activity and has a large indentatuon in the centre as though most of the peak was blown off at some distant point in history. It is this depression that houses the settlement, allowing several small buildings to be built inside and to remain unseen from the sea or even from the beach. There is a small monastery and a villa built on its inner slopes, along with two dozen or so simple cell like dwellings that line the floor of the crater. The highest building in the exact centre is a three story tower in which burns an ethereal flame, unseen except from within the crater bowl itself.

The Immortals of the Cult of Zalmoxis sometimes retire to this sacred place during their death cycle, and some have been known to rest here for centuries gathering the will to resurrect. There are many relics within the monastery, from books and puzzles to primitive pieces of art. A great deal of the realms inhabitants seek insight and enlightenment on what they see as Zalmoxis original quest. Existence here is frugal and contemplative, the wraiths of Zalmoxis original mage allies reside in the villa and are joined by those few followers of the mortal cult they could bring here. If any of these wraiths still have fetters, they are careful about keeping them a secret and only leave the enclosure on rare occasions. One reason they do have for leaving is to stir up denizens of the far shores or Hierarchy outposts to rebellion. They will risk much if they believe they can help others throw off their chains and forge their own destiny. The normally sedate and peaceful Oboli of the sacred mountain can become surprisingly warlike and heroic in such circumstances and only the blasphemy of the Saboi cult can arouse them more.

Saboi Over the gulf of time, Zalmoxis has often been confused with others. Sometimes with heros and sometimes with Gods, the likes of Dionysus and Bakkhos, even Jupiter of the Romans. But the most enduring myth is that Zalmoxis (and those he is confused with) is really the God on horseback Sabazius. According to certain myths, Dionysus was initiated into the mysteries of the Great Mother of Gods by Cybele (Meter, Gaea, Rhea, Demeter) and he assumed the name Sabazius. A cult started around this local version of the vegetation god and Sabazius survived for many years as a lesser deity. His name is found preserved in many examples such as Dionysus Sabazius and Jupiter Sabazius. Part of his cult’s myths clearly match the Orphic mysteries as they included the god's

annual death in the grain fields, with the participants of this ritual weeping for him. The rites of Sabazius are accompanied by music, particularly by the players of double flute and castanets, and by ecstatic dancers holding small snakes, cthonic symbols of the Cult. For those with the eyes to see, this is clearly the mysteries of an Immortal or society of Immortals demonstrating that the Saboi believe Zalmoxis and Sabazius to be one and the same individual. They teach that Zalmoxis did leap into the labyrinth to end his existence, in fact they say he joined with a group of Doomslayers, eager to make some last stand before his end came. But the cult teaches that something happened to him there and that he eventually returned from the clutches of Oblivion mounted on a spectral horse a much different Immortal. This twice reborn hero, they say, has taken the name Sabazius and he is now the greatest enemy Oblivion has ever known. His Cult seek to relish their existence and to live up to the example set by their hero or meet their end trying. Saboi, the shadow realm of the Saboi, is a place of Bacchanalian celebration and excess, but also of wailing and passions given vent. One might be forgiven for thinking they had stumbled into an underworld brothel or a lunatic asylum, for it takes a much deeper look to see the united ideal of these crazed believers. The Wraiths are often strong supporters of the guild system, and the Immortals often members of the Het Iakkhos. But all are welcome here for a short time, with lifetime seats in the inner sanctum if they embrace the philosophy of passion. Doomslayers, the Naulum faction and the more reckless ferrymen spent time here and the Immortals that call this realm home are the hedonistic warriors of the Oboli.

The Garden of sixty blossoms There is a byway in the tempest that leads into a walled garden, a place where plasm roses blossom in spectral beauty. Everything fashioned by sentient hands appears as if it

were made of gold, from the walls to the paving slabs, and not even the entropic nature of the Underworld can fully dull the vista. This is the garden of Sixty Blossoms, a small shadow realm maintained by Wraiths still enamoured of the guild system and grateful for a place to gather. The doors to the realm remain open to Immortals of the Oboli dynasty and it is often selected as a clandestine meeting place by the Reborn when they seek to make deals or barter for the great rite. Those wraiths who know the secrets of Zalmoxis spell of life can often be found in the garden, and so too can others (Wraith or reborn) looking to hire out their abilities to patronage. In recent years the garden has attracted other names, as it helps to be euphemistic when discussing such a place. A generation ago it was fashionable to call the garden Casablanca’ or Rik’s bar, but now the newest Wraiths have started to refer to the place as the Mos Eisley Cantena.

Amenti, Shadow realm of the Shemsu-Heru and the Ishmaelites. Amenti and the Egyptian Underworld are further detailed in WoD: Mummy 2nd edition on pages 108 – 112 Anubis was said by some of the Wraith’s of Neter-Khertet (the Egyptian Shadowlands) to be the first man who ever tasted death. Certainly he was ancient even when Charon passed into the underworld and he had explored the afterlife extensively by the time the Stygian empire arose. He is the protector of the Egyptian underworld, a character spiritually akin to the lady of fate and he taught Osiris the shadowlands section of the great right that turns mortals into immortals, in the hopes that they might safeguard NeterKhertet. Because of this enigmatic Wraith, an entity who could be said to have risen to some greater status among the Spiritual pantheon, Amenti enjoys the status as the capitol of Immortal shadow realms. Hidden completely from unwelcome attentions, it does still

manage to enjoy a strong relationship with the Ferrymen.

Tzidik – Retreat of the Tzadikim The Shadow realm of the Tzadikim lies deep within the Dark Umbra, beyond a region of the Tempest known as Tehom. Entrance to this Realm is gained through a series of gateways housed within a structure called Ganzer, itself set into in the mountain of Kur. The Byway which leads to Ganzer is difficult to navigate and even more difficult to locate. At some point long before the Dynasty ever discovered this realm, a vast valley through which the Byway ran was filled in with deliberate rock fall, leaving only a tunnel beneath the rubble. The Tunnel is partitioned with sturdy and impenetrable gates through which the dead must pass to reach the land on the far side. Once the Wraith has gained access to the seventh and final gate he passes into the Realm of Tzidik, a rocky domain in the foothills of the sacred Mountain of Kur. The actual realm of Tzidik is found in the various crevices and wadi’s formed by some long dried up waterways. It has been extended further through digging and excavations and now elaborate entrances carved into the valley walls lead to deep underground warrens. The Journey here for the Tzadikim is never free and they must placate or pay off the Akhkharu guides and the gatekeeper Nedu. After relieving them of all protections and wards he leads them through seven ritual gates. Tzidik is surrounded much closer by the storms of the tempest than any other Shadow realm. They roll fiercly across the dusty rocks into which the valleys are gouged, often passing right overhead of the Shadow realms more exposed locations. Those who leave Amenti must travel for sometime in any direction before their realm simply ceases and the storm begins to rage but for the denizens of Tzidik, the tempest can be seen from the gullies and trenches and those who climb its higher buildings sometimes feel that they could reach out and touch the howling souls.

Because of this proximity, the lands through which the dead must walk to get into Tzidik are plagued by Spectres, called Edimmu or Ekimmu by the Tzadkim. The Underworld around the shadow realm is especially dangerous and this is why such powerful (and expensive) guides are required to get to safety. Many speculate that this is why some unknown entity filled in the only valley that leads into Tzidik, symbolically closing the way to the forces of Oblivion in some magical undertaking. Mythology claims that the land was formed by the Goddess Ereshkigal, also called Irkalla and the land is still watched over by two mysterious creatures that go by the names Ereshkigal and Nergal. Of all the wraiths in Tzidik, nobody truly knows what they are or from whence they came or even if they ever were living souls who have passed beyond the shroud to become Wraiths. They follow no rules or logic familiar to the dead and they seem more like Gods than even the Deathlords themselves. Some who know of the Shemsu-Heru’s mythology speculate that Ereshkigal was in fact a vampire of the third generation and Nergal her childer but that they were destroyed before they could engender a Clan of their own. However accusations that the Tzadikim plagiarise and mirror the Shemsu-Heru are nothing new and less kindly commentators are fond of pointing out how many of the Righteous myths seem to be echoes of the original Egyptian tales including even their own wraith of vampire god. Those Tzadikim of the Chayot refuse to give any greater due to these two than the fact that are very powerful and very ancient Wraiths. They state with certainty that their God put them here to watch over the righteous dead and the righteous reborn of the Tzadikim and the fact that neither Ereshkigal nor Nergal talks directly to Immortals allows them to continue with this claim unchallenged. The realm has a vast and entrenched hierarchy that mirrors the hierarchy of Stygia in many ways. Tzidik is ruled by seven Great Wraiths called the Annunaki, Wraiths who claim to receive their orders from Ereshkigal

herself. These seven Wraiths are subject to the law and the judgement of the Anuna, the servants of Ereshkigal’s will, just as all within the Shadow realm are subject to them. The speech of the Anuna is the speech of anger, their shouts are the shout of heavy guilt. Each time a Tzadikim dies and returns to Tzidik, they must face these judges just as the Shemsu-Heru are judged in Amenti by the 42 judges of Ma’at. Beneath the Annunaki and the Anuna, but above the Tzadikim themselves are the Wraithly citizens of the realm, the Akhkharu. Although the Tzadikim are respected and acknowledged, they reside on the lowest social rung of the ladder beneath the true Wraiths. The Immortals are here as guests, and while cherished, this is a necropolis of the dead first and foremost. While some Tzadikim chafe in this social position, others claim that it helps to humble them and teach them a valuable lesson. The strict social order of Tzidik is maintained by the Wraiths of the Anuna, ancient dead with relics moliated into their corpus and a repertoire of Arcanoi not to be sneezed at. They have lost much of their humanity and seem now to be almost drones infused with the will of Ereshkigal. Disturbances are dealt with quickly and harshly, and the Anuna carry out sentences without recourse to trial or appeal. But they are also the guides to the realms many locations, the protectors who battle Spectre incursions and the Shepard’s who ensure all citizens of Tzadik are behind walls when the maelstroms erupt. Each time they die, the Tzadikim must face a panel of judges from among the Anuna. Those not found worthy suffer greatly as their corpus is hung upon a hook until another agrees to take their place. Although this is a painful penance, a worthy or decent Tzadikim who has wavered from his path will often find a willing soul to take his place for the good of the world. If he has no allies among the Akhkharu or a fellow Tzadikim who will spend a lifetime on the hooks and allow the Immortal the chance to redeem himself, he can sometimes pay another to hang in his place. From then on he may return to the lands of the living and

attempt to set right any wrongs he perpetrated and change his personal debt so that when next he comes before the Anuna his soul is clean and both he and his scapegoat can go free. There is a kind of hierarchy or status among the dead within Tzadik - fathers of a multitude of sons lead a better afterlife than those who only had one or two sons in life. Lazy people are powerless, while those who died young or as soldiers are rewarded for their short life. Stillborn children sit side by side with the gods of the underworld while sinners (disrespectful men, outcasts, oathbreakers) are shunned and often offer to pay anothers penance to gain some social standing. Those who die being burned alive (Tzadikim excepted) do not go to the underworld at all. To many modern Tzadikim, Kur is the mountain known as Purgatory, where souls await the final trumpet and their ascent into Heaven. It stand above the Realm as a foreboding reminder of just how far away Heaven truly is, casting its shadow across the valleys and canyons that house the populous of the realm. This mountain’s summit is invisible from the rest of the realm, shrouded in Tempest and black storms. Its peak is reported to house the lowest gateway into heaven, or at the very least a very unique far shore based on specific Middle Eastern beliefs. Others hold that if you climb to its peak you will come out in the Shadowlands.

Cutha Built within a high walled crater close to the mountain itself is the city of Cutha, the Death citadel of the Mysteries and the bone tower of Irkalla. Cutha, the city of Nergal is surrounded by black, scorched earth; while a strange sun shines down mercilessly on the city, within its narrow streets the heat is stifling, but the light is swallowed by sinister shadows. All of the city was built to pacify the underworld and soothe Nergal and Ereshkigal so they abstain from raising the dead and command them to conquer the world of the living. The Wraiths have struggled long and hard to make

it as close to the lands they left behind as they possibly can, but are careful not to let too many modern ideas creep in lest they remind Ereshkigal that this only a shadow of the mortal world she has left. Thus the City is an anachronism, even more so than the other Shadow realms. Cutha is also a city of learning, with intellectual distractions piled high among its stone architecture. This is the place to go to find forbidden lore and black magic rituals, but also the lost stories of Scherezade, the Apocrypha and the Gnostic texts. Somewhere hidden in its vast libraries and collections of ancient artefacts may even be the bronze pillar of Enoch on which all the secrets of the world are said to be engraved.

The Bone Tower In the western district (if the Underworld can be said to have a west) stands the bone tower of Irkalla. A beautiful ziggurat that shines brightly even in the dulled hues of the underworld. Its stone walls and steps feel exactly like bone, cold and smooth, and it is lit by skulls with eerie glowing sockets. This is where Nergal and Ereshkigal reside, rarely moving and never speaking aloud. She is impossibly beautiful in a cold porcelain way while he is fat and balding, yet seems to retain the memory of great power and heroic adventures. The tower is their palace and their temple, and they require ceremonies and entertainments to distract them from whatever it is that might trouble a God. The priests of their religion are known to pay well and offer tremendous rewards to those who can bring new pleasures and new entertainment to Tzadik. Immortals of the Tzadikim dynasty earn relics and renown by entertaining the twin colossus, rewards often soon needed in the secular realm they find themselves drawn to.

Horai – Shadow realm of the Xianrén In the tempest, far from the Shadowlands, is a huge mountainous outcrop known as Horai whose five peaks form five islands. The tallest

and most obvious of these peaks is Penglai Mountain (forming the island known to the Chinese as Penglai Island). The four other peaks, forming four smaller islands close to Penglai are called Fangzhang, Yingzhou, Daiyu, and Yuanjiao. This is the realm to which the many legendary Immortals withdrew to seek enlightenment. The Xianrén believe that this Realm is simply the Deathly mirror of the true Penglai Mountain in heaven (most probably the Yang world or Spirit Umbra). Access to this Archipelago is only possible by sea and most come ashore on the island of Yuanjiio after having navigated the reefs and crashing waves within the shadow of the five peeks. In fact, those new to Horai will assume that this is the only mountain that they can expect to find comfort upon as the others appear uninhabited from the Sea itself. Only once the visitor knows the secret caves or the hidden mountain passes can he discover the rich vistas of the realm. Yuanjiao is developed somewhat in the style of medieval China and Japan, with examples of buildings from other Asian lands scattered around. Temples very similar to those in Angkor wat and Angkor Thom rests in the mangroves. There are huts and small buildings on stilts dotted throughout the inland. Great Bamboo forests cover the outward facing slopes and although they are populated, the buildings are well disguised. Yingzhou has been landscaped and populated the least, and only the hardiest souls ever bother to scale its steep cliffs. Those who do find a plateau and then a second unassailable incline with a storm wreathed peak many hundreds of feet above. The plateau has the suggestion of the tundra or the steppes and the only real dwellings here are yerts or wooden huts. Although what structures are found on the islands have been here longer than the Dynasty itself has existed, one new area has grown up seemingl without any effort from those who dwell here. The flattest peak, atop Fangzhang, is dominated by a modern city. Built from the memories and passions of the developed world, from the Japanese and the

natives of Hong Kong rather than the larger majority of souls who remember an idyllic life this is the city of Shinkiro. The Japanese name means Mirage or vision of the Intangible, and it is a suitable moniker. Shinkiro attracts a great many plasmic entities and mindless wisps of soul shards all but destroyed by the many maelstroms or the depredations of the Jade Emoperor. In its depths one can begin to see the worst practices of the Western Stygia starting to take hold. However the remaining underworld real estate is unspoilt and serene, with many temples or simple villages scattered amidst woods and terraced rice fields. At the top of Daiyu snow and ice form a permanent cap yet many spring heated pools form a natural spa for those who can manage the ascent. Because of this place of retreat for the Asian Immortals and the extreme danger they face whenever they go abroad in the underworld, the Dynasty has the least secure status in the afterlife and are far more likely to remain here until time for their return. The Islands of Horai boast only minimal ranks of sentient Wraith allies and servants, small numbers of Wraiths dwell on the Islands, often those who have no Family and yet managed to survive. A handful of times in the History of the Yellow Springs the Jade Emperor has ordered the destruction of a Wraith family and one or two of that families members manage to escape into the tempest. A few find their way to Horai and are for evermore stuck there. To leave the islands would invite destruction, Yu Huang never issues a pardon! So then, those who attend to the Xianrén are often thankful for their existence, but disheartened by their situation, and the place is rarely a place of joy or merriment. Those not quietly seeking enlightenment are often cowering in fear or deep in a spiritual depression. The greatest horror in the yellow Kingdoms is that P’eng Lai has become the name for the path to transcendence. Many Wraith seek for this mythical release and perhaps consider

Horai to be one of the far shores. Others follow disreputable Wraith’s who speak of P’eng Lai simply because they have heard good things about Penglai and the peaks of Horai.

Erlik Khan In the underworld beyond Horia everything is very different, survival and the rigours of the Jade Emperors dictatorship leave little room for the gentle society of the Earthly realm. The Xianrén are often advised and organised (led is too strong a word) by a Xianrén known only as Erlik Khan who may or may not be one of the Tianxian. Having taken his name from the Mongolian lord of the Underworld ane because of his short stocky stature, it is obvious that he was once a horseman of the steppes. Though he is no truly dead Wraith, his mortal name is unknown and nobody has admitted to meeting with him in the living lands. From a small but well hidden Shadow Realm deep within the Tempest Erlik trades with other Guǐxiān and provides them with a way station when they need it. Like a crime lord at the centre of an organisation, he manipulates his lieutenants and agents throughout the Dark Kingdom of Jade. There are others in a similar position, providing organisation and aid for Xianrén in their death cycle in return for coin or wisdom or other minimal rewards. Larger groups or strongholds would attract too much attention and Yu Huang would overrun them before any meaningful defence could be mounted and thus the Xianrén in the Underworld tend to be careful and subdued. Erlik Khan is a devout enemy of those Wraiths attempting to sell the idea of the far shores or of transcendence, although much evidence seems to suggest that he hates any form of aesthetic or peaceful religion. Some Immortals suggest this is why he avoids Horai and prefers to live as an outlaw in the Jade Emperors territories. There are countless base rumours of a sect of female Bane Mummies who carry out the wishes of the Khan and those who he aids often tell of his retinue of female Immortals. They seem to look upon Erlik Khan as a DemiGod and apparently act as the Tianxian’s

agents, advisors and brides. Rumour and politics aside, there is little chance that these maidens are the same terrors known as the Syvén. Erlik Khan however is not about to quash the rumours that he commands an army of Immortal girls. Whatever he does plan to do with them, for now he seems to be nothing but a friend to his Dynasty mates. Those in danger have often been saved by these hand maidens, and they can teach a great many Spells that benefit the enemies of the jade Emperor.

Xibalba; Shadow Realm of the Xibalba In the beginning there was the creator God who was also creation, (known by many names including Ometeotl) and who unfolded itself into lesser Gods who in turn unfolded themselves into everything in the universe. Thus everything is formed from a part of Ometeotl and upon death everything returns to Ometeotl to be at one again with creation. At least, that is what happens to most things upon their demise. When Ometeotl divided, so did existence, the lands of the living and the lands of the dead separated and the flayed lands came into existence. Three of the most powerful beings born of Ometeotl’s first unfolding shaped the lands of the dead. First of these was Ometeotl’s shadow, Huracan ‘the Heart of Heaven’. He was the opposite of Ometeotl, the storm to Ometeotl’s calm, the tempest to his Nirvana. Huracan dwelt in the depths of the flayed Lands, spreading out and devouring all those who came too close. Those devoured by Huracan suffer an awful fate because they are completed obliterated and can never return to the unity of Ometeotl. Oblivion to a wraith of the flayed lands is more than just a loss of the soul, it is a loss of part of the universe, the destruction of a small part of Ometeotl. It is outside the natural order of things, and a blasphemy to the gods. Huracan is too abstract however, and the flayed lands are ruled by a pair of concepts, the twins Tepeu and Gukumatz. This pair go

by many names but are best known as Tezcatlipoca and Quetzecoatl. The former is a manifestation of the darker urge, the shadow of the flayed lands and of the dead, while the later is a creature of higher goals, the eidolon of the flayed lands and the dead. These two entities, dual aspects of Ometeotl, shared rulership of the flayed lands in a fractious and troubled way, as is typical of brothers. When one was ascendant, the other was outcast or shamed, until their schemes and machinations turned the tables once again. However this practice came to an end with the conquests of the Americas by Europeans. The mortal Spaniards were the pawns of heretical Wraiths fleeing Stygia, and they were in turn the thralls of their own shadows who listened oh so very closely to the whispering of Tezcatlipoca. Believing that Montezuma was Quetzecoatl returning doomed the Aztec and set the seeds for the fall of the flayed lands. The destruction of the mortal worshippers destroyed the power base for the Mesoamerican dead and left the flayed lands open for conquest. The holdings of the dead were taken by the Heretics and they were in turn defeated by the better equipped and stronger forces of the Stygian Hierarchy, and the flayed lands became the Dark Kingdom of Obsidian. The flayed lands, or the Dark Kingdom of Obsidian as the stygian Wraiths call it, rests dead centre between the Dark Kingdom of Flint to the North and the Dark Kingdom of Gold to the south. This corner of the underworld is a bleak and dangerous place, where few ferrymen venture and even the Funeral Gods are a rare sight. A powerful Hierarchy Deathlord known as the Chicunauhmictlan (King of Mictlan) rules the Drak Kingdom of Obsidian now, sitting upon a stolen throne with a mask of office fashioned to look like an owl. This Wraith has taken the name Hunhua from local myth, along with the imagery of his mask. However the locals are not as ready to accept his as he believed they would be because in his ignorance he has chosen an alternative name for Ah Puch, the local manifestation of Apophis.

The true lords of the flayed lands are Quetzecoatl and Tezcatlipoca, entities of immense power akin to Celestine’s perhaps. They are the avatars of the balance, of life and death, growth and destruction, fertility and sterility, expanse and retreat. At least that was the way before the conquest of the Spaniards in Southern America. The arrival of the Conquistadors was the catalyst for change and the once balanced forces are now broken and out of sync, with Quetzecoatl disgraced and unable to regain his position in the lands of the dead. Tezcatlipoca manipulated events in the skinlands to prevent Quetzecoatl’s return to power and in the process doomed himself. The Malfean (for that is what he now is) is a dedicated servant to, indeed a force for, oblivion. The modern shadow in the Flayed lands traces her origins to the time of the Hermetic Triumph. Before Ix Chel was cast into the Tempest, the shadow was merely a player in the age-old cosmic game, influencing a Wraith but never actively coercing him towards Oblivion. Balancing the creative aspect of each Wraith (as associated with and perhaps empowered by Quetzacoatl), the Shadow did what was necessary to rein in its other half’s excesses. However in the wake of Quetzacoatl’s exile, Tezcatlipoca assumed absolute domination in the great game, and the notion of balance became obsolete. Individual Shadows found themselves in a position of power without the responsibility of helping to maintain equilibrium. No longer were tentative shoves toward destruction cancelled out by the constructive forces of Quetzacoatl. The universal balance was askew, and in the shadows favour. The burden of righting this balance now lies in the hands of each individual wraith. What was once a cosmic struggle through which all of creation was slowly changed for the better had become a personal battle, fought in each Wraiths soul. - Shadow Players Guide The Popol Vuh, written at a time contempory with the arrival of the Spanish, tells the story of the western Wraiths invasion of the flayed lands as well as some ancient memories of

these first immortals. The later Stygian Hierarchy (who had more of a hand in overthrowing the heretics) become confused with the original dread Lords of Xibalba, in truth bane Mummies of the Metnal creed. Though the Xibalba have not defeated the Western usurpers yet, the tales of the Popol Vuh claims otherwise and stands as a possible future or a source of inspiration. The reborn of the flayed lands have lived through cataclysmic changes and seen many prophesied evils come to pass, but the first of them were born in a much different world. The Fifth Sun had only just begun when Hunahpu and Xbalanque, the hero twins, died. Their grandmother was a Mage and their father and uncle were powerful Wraiths in the lands of the dead. What transpired beyond the veil was not such a great surprise to either of them and they set about fulfilling the promise they had made to avenge the murder of their father One Hunahpu and their uncle Seven Hunahpu. They passed through the caverns of the underworld, the byways and passages that snaked through the Tempest. They defeated the perils of the the greatest and most terrifying caves; the Dark House, the razor house, the cold house, Jaguar House, Fire House, Bat House and then finally came to Xibalaba itself, where they defeated the Wraiths who ruled there by intelligence and trickery as well as by their astounding command of magic. Most of which required them to face impossible odds in the ball court of the lords of Xibalba. Thier victory allowed Quetzecoatl, the aspect of light and hope, to return to the throne of the underworld. As a reward for these powerful twins he built the city of the Fifth Sun above the Caverns of Xibalba for their comfort and allowed them to rule over any dead who dwelled there. Hunahpu and Xbalanque attempted but failed to resurrect their father One Hunahpu, eventually understanding that as a wraith he must remain in Xibalba. They left him there in the ball court, but before doing so told him that he would be prayed to by those who sought hope, and this eased his heart.

The pair resurrected themselves with ease, the magic of their mother and the power of the Great rite helping them depart Xibalba and live again as the first Mesoamerican Reborn. In time, the Spell they performed in the caverns of Xibalba would allow others to become immortal and more undying warriors crawled their way back to the mundane realm. They took the name of their sacred city, the watery underworld of Xibalba where the spell of return is recorded in a series of puzzles and pictograms for all to see, if they have the will.

The Age of the Fifth Sun When the flayed lands were in native hands they were run by four Wraith houses; the House of the Werejaguar, the House of Ix Chel, the House of Xipe Totec, the house of Itzam Na and a fifth house made up of the reborn called the house of Xiuhtecuhtli. The Xiuhtecuhtli faction spent the majority of their time in their death cycles and concerned themselves more with the lands of the dead than the lands of the living. The House of the Werejaguar was made up of the original Olmec Dead, and the earliest Wraiths to gather together into a political unit. These are the dead who followed the first Wraith of the Americas Mixcoatl and who maintain his desire for the unification of all peoples. Today only those dedicated to unity are allowed into this House. The House of Ix Chel is made up from successful people or complete failures, they were the house that fought till the end against the heretic wraiths. Today this house is at the forefront of the war to retake the Underworld from the western usurpers.

The Hero Twins Hunahpu & Xbalanque stand out for the Xibalba as the first immortals of the Americas, or at least the first to return from the flayed lands and live again. Holding a position much like that of Horus, they set the tone for much of Xibalba existence. Since the Popol Vuh was written sometime during the Spanish conquests, their myth has changed slightly to become not just the first reborn but also the enemies of the Western usurpers of the flayed Lands. Rarely seen in the modern world, the twins maintain a close alliance with the Wraiths of the flayed lands, forever seeking to undermine and topple the Stygians from their corner of the Tempest. Hunahpu and Xbalanque are the spiritual leaders of the Xibalba, the heart of the reborn and truly deserving of the title ‘the hero twins’. They are seen as a balanced pair, representing the duality at the heart of preColumbian Philosophy. The myths have grown to overshadow the facts now and it is hard to know exactly what is true of the pair and what is nonsense applied to them by their followers or the later works of the Quiche Indians. It has been noted however that in the upper world, Hunahpu takes the dominant role, whereas in the underworld it is Xbalanque who leads.

The House of Xipe Totec is made up from those who were either givers or takers in life, and is named for the flayed god of war and corn. If this house could ever get a grip on its internal conflicts it could have swiftly risen to dominate the Flayed lands. Even today it could capitalise on its resources and take control of the council of the New Sun. Finally the largest house, the house of Itzam Na, consists of everybody else. Strength of numbers does not equate with political strength in the Dark Kingdom of Obsidian. Each of the four Houses of the Dark Kingdom of Obsidian represent one of the four directions, The Red House of the Werejaguar for the East, Ix Chel is the white house of the

North, Xipe Totec is the black house of the West and Itzam Na is the yellow house of the South. The central position, the green house, is traditionally considered to be the Xibalba house of Xiuhtecuhtli.

The Conquest The capitol of the flayed lands was a vast city called the fifth Sun that rose out of the Tempest above the caverns of Xibalba. An easy target for the invading Wraiths of the Stygian Empire, this city was sacked by the Wraiths who followed the conquistadors. First by Heretics following the destructive Christian Church, but even these usurpers were eventually defeated by the Stygian Hierarchy and the Flayed lands became the dark Kingdom of Obsidian. The invasion of South and central America by the living and the dead from Europe toppled the ancient governments and left the Flayed lands an occupied territory. Already weakened by the dwindling sacrifices and pathos from their living descendents the defenders of the Fifth Sun could mount no resistance and many were lost to Oblivion fighting a rear guard action as the Nobles of the Five Houses retreated below the tempest to the hidden realm of Xibalba. Once, while the Fifth sun still stood, the Mayan dead ruled Xibalba alone, preferring it to the grand city above the Sea of Shadows. The Maya had at times opened their stronghold to other tribes for short times, guided by the Immortals to forget past conflicts. Because these caves are impossible to find unless you are led there by the beliefs of your people, they became a stronghold in times of trouble. The road to it is said to be steep, thorny and very forbidding and the impregnable nature of Xibalba made it the ideal place to retreat when Tezcatlipoca and the forces of Oblivion were abroad, or when Maelstroms raged. When the Westerners invaded and brought their dead with them, it became the last bastion of the local ghosts. But they now opened their refuge to all those of the America’s, allowing the remains of the Five houses to seek shelter in their underworld

dwelling. Here they built a new city, the new Sun, and the survivors who escaped the destruction of the Fifth sun started again with a society that echoes the one they had lost and here they have been ever since, scheming and planning for the day they take back the flayed lands and the other Dark Kingdoms from the invaders. In fact, it is because of this generosity of the Mayan Immortals that the Dynasty is now known as the Xibalba. Their true name records in full that they are the Immortals of Xibalba, reborn from countless tribes across the American continents who now call this cavernous realm home. Now that Stygia has fallen, the Xibalba and the Wraiths of the Americas are becoming bolder. They have even dared to hope that Tezcatlipoca can be overthrown and Quetzecoatl returned to the throne of the underworld. The Fifth Sun and the Former Hierarchy legions are beset on all sides by native dead in numbers they never before suspected could exist. Now it is the invaders who are cut off from their support and at each others throats for precious resources and the local dead are in the ascendant, led by the Xibalba themselves.

Xibala Xibalba, also known as Uku Pacha ("the lower world") in the Incan language, actually resides beneath the Fifth sun, or more correctly in the modern age, beneath its ruins. It is the hidden domain of the Immortals and their Wraith subjects. Deep beneath the Flayed lands, somewhere in the tempest, this seemingly endless complex of caves and caverns is the shadow realm of the Mesoamerican reborn. The shadow realm of Xibalba exists within a series of waterlogged caves deep below thre Sea of Shadows. Entrances are scattered throughout the underworld but the actual caverns themselves are not given away by any obvious land masses or physical signs,with the exception of those beneath the ruins of the Fifth Sun. The Deepest cave of all is truly massive and within its vaults resides the City of the New Sun. Here a massive Cave larger

than anything that could possibly exist in the mundane realm, houses the new capitol of the reborn. Xibalba is a large labyrinth and a number of individual structures or locations within its vast expanse are described or mentioned in the Popol Vuh. Chief among these was the council place of the Lords, the five or six houses that served as the first tests of Xibalba, and the Xibalban ball court. Also mentioned are the homes of the Lords, gardens, and other structures indicating that Xibalba was at least a great city. Due to the beliefs of the Natives to Central and South America, Xibalba is rife with tests, trials and traps for anyone who came into the caverns. Even the Road to Xibalba was filled with obstacles: first a river filled with scorpions, a river filled with blood, and then a river filled with pus. The caves closest to the city were home to at least six deadly Buildings filled with trials for visitors. The first was Dark House, a building that was completely dark inside. The second was Rattling House or Cold House, full of bone-chilling cold and rattling hail. The third was Jaguar House, filled with hungry Wraiths Moliated to appear as jaguars. The fourth was Bat House, filled with dangerous shrieking batlike Plasmics, and the fifth was Razor House, filled with blades and razors that moved about of their own accord. In another part of the Popol Vuh, a sixth test, Hot House, filled with fires and heat, is identified. The purpose of these tests was to either kill or humiliate people placed into them if they could not outwit the test and many a Wraith was lost to a harrowing upon reaching them.

Temples and sports complexes seem to be the most frequent buildings, but there are also great enclosures of plasmic creatures that the dead have taken to farming in memory of their living days. Dead centre of the city is a faux pyramid, with its insides hollowed out to make way for a great meeting chamber. Here a surprisingly peaceful accord exists between tribes and peoples who once treated their neighbours with far less humanity. Philosophical minds have postulated that the violent sacrifices made in their honour have quenched the bloodlust of the Immortals and the dead of Xibalba. Décor and furniture from many civilizations and nations gives the hall an ugly patchwork look which none the less adds to the accord. This is not to say that the entire city is one giant love fest, because it is not. Violence often does break out between former members of different tribes, but the longer one stays in Xibalba, the less national identity seems to affect the wraiths. Sport was important among ancient Mesoamerican cultures, and the Lords of Xibalba were no exception to the rule. Xibalba is home to a famous ball court in which the heroes of the Popol Vuh succumbed to the trickery of the Xibalbans in the form of a deadly, bladed ball, as well as the site in which the Maya Hero Twins outwitted the Bane Mummies and brought about their downfall. This ball court now sees all manner of competition and conflict, some friendly, some as deadly as the original tricks played in the Mayan myths.

The Resurrection

Beyond these was a crossroads where travellers had to choose from between four roads that spoke in an attempt to confuse and beguile. Upon passing these obstacles one would come upon the City of the New Sun.

Back to life, back to reality Back to the here and now. - Back to life (However do you want me) - Soul II soul vs Caron Wheeler

The New Sun

Rebirth

The City of the New Sun resembles more than one Ancient American construct. A great stone complex built upon vast reed islands with several massive step pyramids in the centre.

Resurrection for an Immortal is the moment when the nine parts of the soul are reunited into a single entity once again and the Life cycle begins. When the Ba has "gained a full

belly" and can power the miraculous return to life. However there is more to this event than simply having the Sekhem and a fully rebuilt Khat into which the soul's parts can return. There are cultural and societal requirements for many Dynasties, and plasmic entities bent on preventing the rebirth. The Oboli have no real rituals or tests for its membership, although the Cult of Zalmoxis often hold a reserved celebration for those Immortals wishing to return to the earthly plain. The Cabiri on the other hand must sit an exam where any of the denizens of the Elysian fields are invited to attend and ask questions of the Immortal. These Questions rarely have a right or wrong answer but they do force the Immortal and the rulers of the Shadow realm to think, to consider whether or not this is the time to attempt the resurrection. The Shemsu-Heru and the Ishmaelites travel into the Tempest and await Anubis, or one of his Wraith allies. They are often beset by strange plasmic entities and sometimes other challenges set for them by Anubis, by the Wraiths of Amenti or even by their own Khaibit. When they have bested these challenges they are led to a special and secret place from where they can begin the journey to reunite with their waiting Khat. The Crochan Geni must prove themselves to the gathered Dead and to those at the high table in the hall of Eliudnir. They challenge an equal and best them in a contest of some description, usually one decided by the Challenged or by one of the powerful Wraiths at the high table. Some Crochan Geni have been Geased to fulfil a single challenge again and again, or a set of tasks recorded in the depths of Eliudnir. Some consult the wraith of a gifted individual such as a wyrd or even a druid, and have them set the challenge. Once the challenge is completed the Immortal leaves in search of his Body to begin the process of rebirth. He need not have succeeded in his challenge, nobody will prevent his leaving, he will simply leave with the blessing of Annwn or its scorn.

For Tzadikim the journey back begins when they petition one of the Anuna and formally request permission to resurrect. As with all things the Dynasty achieve in the Underworld, the Wraiths hold the last word and to cross them means certain sanction during the next Death cycle. In return for acquiescence the Immortal is often asked to fulfil some minor task, take a message to allied Wraiths or promise to watch over a Fetter when they are reborn. Once consent is granted, then the Immortal leaves through a Gate that is never opened for any other purpose and takes a rarely used but highly secure Byway to the Shadowlands in the Necropolis of Baghdad. From there he must make his own way to his corpse and resurrect. The Xianrén maintain a temple atop Pengai mountain into which the Immortals retreat to conduct a vigil of the soul. Safely protected from the forces of Oblivion they give in to their Khaibit and undergo a nightmare process almost identical to a Wraith's harrowing, except with the Wraiths of the Horai peninsula acting as the incidental characters rather than Spectres. Those who fail to beat the Khaibit's machinations must return to the lower levels and work on themselves, while those who succeed leave through one of the many Byways here, choosing the one that will grant them closest access to their Khat. There are no specific test for the Xibalba to pass before their Dynasty considers them ready for rebirth, such would seem superfluous in the face of their Wraithly existence. In all honesty the Shadowlands they must pass through in their home territory is considered more than enough of a contest (despite just how many Xibalba prefer to have their Khat anywhere but home). However once in the Shadowlands in preparation for rebirth many Immortals of this Dynasty prefer to maintain an ancient custom and visit sacred places to listen to the prayers of the locals, often taking some of them on as tasks to be done while in the living lands. Whatever the Dynasty requires, and whether or not the Immortal succeeds or finds some way to side step its requirements, he eventually comes to the point of crossing the

shroud once again. A journey that no other entity in the World of Darkness has ever made except perhaps the Vampire Osiris, and he returned to a walking corpse and not the living body of an Immortal.

Dying (again) The Immortals, having once shuffled off the mortal coil, are simply more predisposed to do so again. Vampires, Werewolves, even Mages and Mortals often hit the Incapacitated health level and are pulled back because they are

naturally attached to the realm of life. The price of existing in two realms is that they both have a pull upon the Reborn and while other humans might pull through from a serious injury with a bit of grit or luck, the Immortal almost certainly will not. Storytellers should feel encouraged to express this, to not give benefit of the doubt or to tweak rolls in favour of the player. If they are going to die, let them die - death is only the beginning after all!

Chapter 6 Oblivion

Oblivion The Adversary Dying Is an art, like everything else. I do it exceptionally well. I do it so it feels like hell. I do it so it feels real. I guess you could say I've a call. - Sylvia Plath , Lady Lazarus

The Yin and Yang of Destruction How can Oblivion have active servants such as Bane Mummies and spectres? How can anything dedicated to Oblivion actually exist? The answer is that it cannot, because utter devotion to Oblivion would require immediate self-destruction. Thus there must be some other aspect to Oblivion that allows it to (and those wholly consumed by its concept) to carry on existing while serving its apparent thirst for total annihilation of all things. Wraith: the Oblivion 2nd edition (pp 284) discusses the link between the Wyrm and Oblivion and posits that they may be bound in a close balance, a sort of yin and yang of destruction. It points out that Oblivion is patient, passive destruction while the Wyrm is active destruction and corruption. It also suggests the possibility that as the Wyrm grew in power, Oblivion was forced to grow to match it and maintain their eternal equilibrium. This theory allows the sensible gamer to avoid the original paradox. What the Undying battle is not just oblivion, it is destruction in all of its forms. This is why Apophis (a servant of the Wyrm) is often considered to be identical with Oblivion, because in many ways it is. This is also why servants of passive Oblivion can retain active tactics and personalities. The Spectres, Malfeans, Nephwracks and all other servants of Oblivion are an aspect of this

male Yang duality. Even the things that empower the Spectres, their dark passions, are things of the Wyrm while the pain and suffering all spectres hope to escape through their own destruction is a gift from Oblivion herself. The myriad servants of Oblivion are the sacrificial grooms to the bridal maw of Oblivion. The grooms of Oblivion give themselves to their bride, hoping to be claimed by it and thus released from the pain and torment they endure while they exist. Those who study the Spectres speak of the two seasons or moods of the shadow-eaten, the Kindled and the Barrow. The former are fiery and actively seek destruction both of themselves and all others while the later are icy, inactive and patiently await the inevitable triumph of entropy. Does this mean that the Garou and the Undying are fighting the same foe? Hell yes, but that's not to say that they know it. The Garou are an inbred and unfocused flame burning too bright to consider any evidence put before them. They are reactionary (like the aspect of destruction they battle) and so very few Shapeshifters ever come to realise that the Immortals are their greatest allies. The Immortals however tend to have a view of the bigger picture granted by their long lives and their much closer exposure to Oblivion in their death cycles. They take ages to act, develp overly complicated schemes. They are

the Yin to the Garou's yang in this particular battle. Players of Changeling: the Dreaming will have an understanding of how the Dreaming can have a will and the ability to take action without actually being aware. Oblivion can be said to be in a similar state of existence. Oblivion is instinct and purpose focussed on, well, on oblivion. The Hive-mind of the Labyrinth is an extension of Oblivions own will filtered through the individualities of the Wraith's.

The desires and tactics of Oblivion If one accepts that in the Underworld darkness is our light, spirit our flesh and entropy our energy, then Oblivion is our sun. All of the Underworld proceeds from Oblivion and all revolves around it. But to leave the matter thus unqualified would be a grievous understatement. Living science, so I understand, has concluded that force and matter are one and the same, and that any form of substance is an amount of energy which has in some manner become congealed and taken material form. Conversely, the splitting of an atom (what irony for those who know their Greek!) causes the matter to reform itself as energy. By reflecting this principle in the dark Mirror of the shroud, one arrives at the proposition that the plasm which makes up every thing and being in the Underworld is naught but a measure of entropy which for a fleeting moment takes material form. This, it is possible to conceive that plasm may at times dissolve itself and become entropy once more, given circumstances conGenial to this transformation. If this proposition be true - and there is much debate - then Oblivion is that from which we are all made and to which we must, in all probability, at some time return. - Wraith: the Oblivion 2nd edition pp 7

The Eschaton - the war against Oblivion And the world will be better for this: That one man, scorned and covered with scars, Still strove, with his last ounce of courage, To reach ... the unreachable star ... The Impossible Dream, Andy Williams. The Cabiri dynasty began to catalogue and centralise Immortal Society sometime in the third century BC, and by 200 BC the Athanatos Dynasties were using the same language and terminology – allowing them to debate the wider conflict with Oblivion and to recognise just how powerful the enemy is. It is fair to say that this realisation came as quite a shock to all involved – the ShemsuHeru had previously been interested only in the battle with Set as the thrall of Apophis, the Tzadikim and Cabiri viewed the problem with a similar tunnel vision and even the Ishmaelites were only just beginning to comprehend the true reach of the enemy. When the Heteros dynasties were absorbed into Immortal society, the same shock was witnessed in each of them with perhaps only the Oboli having already begun to suspect the true size of the threat. The Eschaton is no less than a war for creation with many factions battling against each other with no real concept of the bigger picture. The enemy consists of countless forces serving the ultimate divinity of Oblivion, while those railed against it are either ignorant of their allies or too blinkered to accept them as friends. If the garou and their shapeshifter brethren opposed to the wyrm were to accept that the immortals, many wraiths and mages and even some few vampires battled the same foe, victory might not seem so impossible. Although the Immortals believe that they are uniquely positioned to see the bigger picture, even they are deluded to some degree. They do seem to grasp a greater portion of the issue than any other, but even they suffer the same internal schisms and divergent tactics that hamper the others on the side of existence.

Although there have been limited alliances and cooperation between the Immortals and other supernaturals, its seems as though complete unity is simply impossible. The Silent Striders and the Egyptian Reborn have had a long and almost uniquely uninterrupted relationship, allowing them to share intelligence and resources in their battles but even these groups find it better to keep alliances short and simples. The brief frantic tactics of the garou and the long multifaceted schemes of the Immortals simply cannot mesh for any prolonged period. The Eschaton then, is something the Immortals talk about in the abstract. Often a leader will call upon his fellow Immortals to take action in the hope of a victory in the Eschaton as though such a thing were possible, but the armies in the war are mostly unaware that there is such a conflict. Because of their close relationships with Wraiths and because the dead face Oblivion first hand so often, Immortals and the restless dead can use the word (or a thousand varieties of the phrase) and understand what the other is speaking about, but that is the extent. A vampire may understand that the Elders, especially the Clan founders should they believe in them, are a terrible threat to their own existence – but few are willing to accept that this threat is simply part of the greater undoing. The same is true for Mages or the Fae, despite both groups having direct experiences of Oblivion in forms specific to their own natures. The Garou believe that the defeat of the wyrm is the defeat of all the worlds enemies and often become angered when others point out that they are battling a symptom rather than the cause. So, the war against Oblivion is doomed never to succeed with the current pieces on the board and that is why many among the Immortals are starting to understand that their role is not to win the war, simply to fight hard enough that they do not lose it. Others still believe that the balance of power can be changed in some way, with newly perfected Spells, by uniting the restless dead, by getting through to the Werewolves and the Mages

finally … the theories are many and hard to prove. Whatever an Immortal believes is the way to wage the war, it is certain others disagree with him. He may gather a large group of likeminded individuals and he may begin to win converts, but in six thousand years no consensus has been reached so far. And with each passing moment, the void grows. The terrible truth is that, by tiny increments, Oblivion is winning and unless something major changes, the end defeat is only a matter of time away.

Views on the Eschaton When they kick out your front door How you gonna come? With your hands on your head Or on the trigger of your gun - The Guns of Brixton, The Clash

Kicking and screaming There are those, such as the Crochan Geni and the Xibalba as well as members of the Shemsu-Heru, who consider the struggle itself to be paramount. The possibilities of ultimate success or failure weigh less on their minds than the best tactic for winning the next battle, for slaying the next incarnation of Oblivion. Those of this philosophy struggle against the threat before them and trust that it is a step towards victory, and they are comforted by their actions for the most part. Such individuals see the greater tactics as the job of their leaders and accept their place in the army of the Immortals.

The Storm before the calm There is a strong feeling among the Cabiri, Tzadikim and the Oboli, with many adherents in the remaining Dynasties, that victory is not only possible, it is inevitable. Whether because they believe in the foresight of Isis or that good will always overcome evil, they are certain that Oblivion will be defeated so long as the Undying continue the resistance. For those assured of eventual victory, the rewards are clear and morale is incredibly high. Few who maintain this belief fall to the whispers of the

enemy but those who lose their faith fall all the more surely.

Slowly, slowly catchy monkey Large numbers of the Xi?nrén and the Ishmaelites are settled into the struggle for the long haul, taking long and detailed looks at each possibility before committing to action. All Immortals who reach this conclusion embrace their eternal nature and make it a part of their modus operandi. In centuries past this was a strong view among the Shemsu-Heru but in the modern age many have moved away from this patient outlook through experience or desperation.

Purity is the path to Victory There are those of the Tzadikim, Xi?nrén and the Xibalba who believe that the most important battle in the war is not against outside servants of Oblivion but rather it is against their own inner darkness. They preach (quite vocally) that remaining true to the cause and to one's higher nature is the core concern in this battle and that so long as the Immortals can do this all the other battles will fall into place. For these Immortals the fall of any fellow is a far greater defeat than an entire temple full of the Veil of Isis being wiped from the face of the earth. Though not afraid to pick up a blade or to sacrifice themselves for others, the prefer to minister to the despondent and the lost if given the option.

Wisdom is the path to victory Most common among the Cabiri and Ishmaelites is the belief that Immortals still have some way to go before victory is possible. They say that the journey to enlightenment in not yet complete and until society achieves the goals that Isis and Thoth foresaw, the battle will continue. They withstand the ravages of the Eschaton patiently while continuing to improve their own wisdom and the development of humanity too.

From a strong position comes victory There are also those to whom the path to success needs be a path of visceral and tangible achievements. Typical among the Oboli, Shemsu-Heru, Xibalba and some Crochan Geni this view is set upon gaining power and strength in both realms before launching an all out onslaught upon the enemy on some unnamed future date. Although they can at first seem to be self interested hedonists, they are in truth building a power base to ensure certain victory once they do commit fully to the War.

Servants of Apophis Those who flee temptation generally leave a forwarding address. - Lane Olinghouse Set, however, was part of the larger picture; the reborn of Egypt knew him to be but another pawn of Apophis, the Great Devourer – the demon who fought Ra daily, and sought to consume the sun, bringing about the world’s destruction. And Apophis’ servants were many; from the unwitting Setites, to mortal sorcerers who sold their immortal souls to Apophis in exchange for dark powers, to other inhuman creatures who reeked of corruption and maleficence. The Reborm ultimately learned of a peril of their own causing. It was well known that sometimes the Great Rite simply did not work – the eternal soul of the departed having passed on beyond the Rite’s reach. But the body had nonetheless been prepared for immortality by the Rite’s magics. On rare occasions, these bodies were joined by foul banes, the spirit-servants of Apophis, who reanimated the bodies, now made foul and disgusting by the process, and used them to serve Apophis’ dark ends.

Finally, there were the true Children of Apophis, the seven mad Reborn who serve the Great Devourer – and they are among the greatest foes of the Shemsu-Heru. - a World of Darkness: Mummy 2nd edition pp 29 Apophis is a mask worn by the Wyrm, speculated by some Oblivionographers to be the aspect of the Wyrm known as the Groom of Oblivion (a title also used for the bane mummies themselves). First identified by the peoples of Ancient Egypt it occupied the top position of a dread pantheon of lesser evils which stand against Ma’at and the whole of creation. In the World of Darkness every bogeyman and threat man imagines is based in a true entity haunting the outer darkness and the minions of that darkness are manifold. The Great Devourer has countless servants detailed in several of the White Wolf supplements – the throngs of destructions troops known as the accursed. These beasts range from the bane mummies to the spectres and including the followers of Set, the black spiral dancers, the bureaucrats of the yellow springs, the shadow of every Wraith, the Banes and Wyrm spirits of the Umbra. This chapter gives greater detail on the bane mummies, and also touches on some of the other agencies wholly subservient to Apophis and its bride.

Bane Mummies: the Grooms of Oblivion If I must die, I will encounter darkness as a bride, And hug it in my arms. - William Shakespeare, Measure for Measure As well as the Ogdoad of Immortals there are also the dark and terrible servants of Oblivion who continue to exist while craving their own destruction at the end of all things. Each of the Dynasties knows of these creatures, and each has its own name for them and their own awful legends of their crimes. The Crochan Geni call these things the Druagr while the ShemsuHeru and the original reborn refer to them as the bane mummy’s. The Cabiri use that most

common phrase too, when they must make mention of them at all. When the Ishmaelites wandered the globe the thing they found most difficult to accept was the fact that the seven children of Apophis they knew as the bane mummies were only a small faction of the true number and that they had siblings in every part of creation. They began to suspect that there must always be a balance that for every alteration to the original Spell of life, there must be a new distortion and a new breed of dark Immortal. One heretical Ishmaelite who has not been seen in centuries even claimed that the dark Immortals are the inevitable price paid each time the spell of life is cast, a balance the universe itself demands. Each one of the bane mummies is a perversion and a corruption of the true Immortals created by the great rite. Various Agents have managed to steal or obtain portions of the Spell and from it have tried to create Immortals of their own. Some did so in the willing service of Oblivion, others unknowingly, but in the end it was the desire of that force which seeks to create creatures of equal power to its greatest rivals. A sentient, reasoning entity might well consider it a contradiction, giving humans eternal life as a means to the utter eradication of all life. But Oblivion is no entity with a reasoning mind, it is in fact a reactive and primal aspect of creation (the Garou speak of a once balanced entity which went mad) a force that doesn’t understand human concepts such as paradox or contradiction in its single minded quest. The creation of the bane mummies was, as far as anybody has been able to speculate, a reaction to the existence of the true Immortals. Their creation was powered by Oblivion certainly, but the drive to attempt the great rite came from the minds of its pawns. the First were created by Sutekh, seeking more power for himself. The others came from similar entities. Ever since Isis created the first Immortal, the things that serve the labyrinth have been attempting to copy the ritual. The various factions of Oblivion have several different and slightly diverse versions of the spell, each

leading to a different abomination of Immortal existence. In death, in purpose, they are identical - but in Life, in how each near miss of Immortality acts and appears while in the living world, there are some very obvious differences. The moniker of Bane Mummy is perhaps the most appropriate for the Dark Immortals because they are active and corrupt in the service of oblivion, more like the minions of the Wyrm than any of the denizens of the Labyrinth. Their souls and their flesh are warped and contaminated by the taint of the Wyrm, granting them a vast array of abilities and unique traits.

At Death Life is a fatal complaint, and an eminently contagious one. - Oliver Wendell Holmes The Wraiths of the Bane Mummies fall immediately into the Tempest and soon claw their way back to the Labyrinth where they are attended by endless throngs of gibbering Spectres. Some are snatched up from here by their current masters and patrons for punishments or debriefing, but in the end not even the malfeans dare destroy one of these creatures. There are exceptions, depending on the current climate in the underworld and the ebb and flow of individual aspects, but for the most part the Bane Mummies make their way back to the lowest levels in the labyrinth for a time where they commune with the pure essence of Oblivion. Time in the Underworld for a bane mummy is usually either one of punishment or rest, depending on their performance – for them the balance of existence is either pain or unconsciousness. Here in the spirit realm they come closer to Oblivion in one form or another and much of what they do in the living realm is driven by these periods and the mixed effect of the carrot and the stick. The dark immortals strive to fulfil the wishes of their masters either to avoid the retribution or to receive the short periods of relief gained while they slumber.

Organisation The Dark Immortals organisation is entirely situated within the Underworld and is as fractured as the true reborn. Only one thing prevents the children of Apophis being as arrogant as the Shemsu-Heru, and that is their general insanity and inability to realise that they were the first. In truth, the pecking order of the bane mummies is a temporary and often shifting thing and almost entirely dependent on the individual creature rather than his or her lineage. For some, their actions are directed by the labyrinth itself, others are insanely loyal to a particular Malfean or an Urge Wyrm. Often they will be drawn to a particular personality for a time, attracted to a spectral crusade or drawn into the mad schemes of a child of Apophis. Of the remaining Bane Mummies, most are too eager to gain favour from the Wyrm, or from one of the many Malfeans in the Labyrinth for them to unite under the banner or cause of another.

Factions ’Akeldamách The freebooters and rogue operatives of the Bane Mummies, Akeldamách are the jack of all trades within Oblivions network. They are adaptable and far more varied in ability and taint than other dark immortals allowing them to fulfil a variety of roles for their masters. Aptrgangr Hailing from the lands of the Crochan Geni those bane mummies born of the black cauldron are true tomb haunters, shambling around their own grave and avoiding areas of habitation when they can. Usually monstrous in size and demeanour they keep to the rural areas and are employed mostly for their might. Children of Apophis The Children of Apophis are the original Bane Mummies, the dark and twisted parodies of the Shemsu-Heru mummies, created by Set as rivals to the minions of Horus and by extention, to the Ishmaelites and the cabiri too. These men and women returned from the Underworld with powers even greater than those of the

Shemsu-Heru that they might act as the servants of Apophis' will. Metnal The hate filled and hate fuelled Immortals of the America’s named for the lowest and most horrible of the nine hells. By performing vile sacrifices, often with a twisted pageantry, they gain tainted Sekhem. At least one of them has access to dark arts that allow them to summon spectres into the bodies of these sacrifices, creating a second kind of reborn called the Flayed Ones. Syvén Outcast from wider bane mummy organisation the apparently all female Syvén rarely leave the middle kingdom and the dark kingdom of Jade. These dark immortals have a reputation for being enslaved to their dark passions and Oblivion seems to have far less of a grasp upon them than their peers. Udug The Udug are bestial hunters determined to counter the good deeds of the reborn. Their acts of barbarism and debauchery are so legendary that the Udug often attract followers from among the lesser spectres and banes.

The ’Akeldamách what 30 pieces of silver hath wrought "If I have damned myself, be sure that my descent will be gilt lined and the screams of my enemies conducted to my ears through halls of marble. When I am gone, all that was mine will go to the furnace with me." "He [Judas] indeed hath possessed a field of the reward of iniquity, and being hanged, burst asunder in the midst: and all his bowels gushed out. And it became known to all the inhabitants of Jerusalem: so that the same field was called in their tongue, Haceldama, that is to say, The field of blood." -Acts 1:18-19

There are two legends from the Holy land about the Haceldama or the field of blood. One says that it is the field in which Judas Iscariot died (as described in the quote above), the other says that it is the field bought with the 30 pieces of silver Judas received from the enemies of Christ. After betraying Jesus, so the story goes, Judas threw the 30 pieces of silver back at the Priests who paid him. They however didn't want blood money around them and so they bought with it a potter's field, to be a burying place for strangers. This field, Haceldama (field of blood), was s aid to be a cursed place for those buried there and its legend passed down through the mythology of the Underworld until it was attached to the shadow-eaten Immortals of the Oboli Dynasty. The Greek version of Haceldama, Akeldama, became the accepted name for these dark Immortals among obliviographers. And so the 'Akeldamách were originally those reborn who found their way to immortality by dint of their personal will and resources as is typical of the Oboli, and who fall to the service of Oblivion. However the Bane Dynasty seems to have adopted almost all of the fallen Reborn who lost their humanity. Of all the dark Immortals, a considerable number were once True Immortals of the Oboli dynasty. Of all the Reborn the Oboli fall all the more readily because, without a priesthood or a dedicated method of learning the paths, the Oboli often take whatever deals they are offered. For this reason, the 'Akeldamách are dominated by former Oboli and if they have access to a version of the great rite, they have not used it to the best of anybodies knowledge. Some of the 'Akeldamách never even got to be counted as Oboli, moving directly to the service of Oblivion. Thinking that Oblivion can give them true Immortality many Wraiths gladly sell their souls for the incomplete Ritual of rebirth, only to discover too late that have bought a pig in a poke! This willing, if somewhat narrow-minded, path to damnation leaves many of the 'Akeldamách in debt to the creatures of the Labyrinth rather than converting them to worship of Oblivion. It

is because of this status that the 'Akeldamách are outside of the Spectral community and are not trusted by their fellows. More than a few of them retain fully coherent capabilities in contrast to many of the other Bane dynasties which harbour their fair share of monsters and lunatics. The true horror of the 'Akeldamách is that they are capable of understanding what they are and what they serve.

interest and the Hive mind certainly doesn’t want to open itself up to an unproven ally. ‘Akeldamách suffer from a lack of support and while the servants of Oblivion are all too willing to employ them as specialists, they rarely return the favour. An unemployed ‘Akeldamách works alone and can only rarely count on swarms of Spectres or Fomori if they get into trouble.

One other thing that sets the 'Akeldamách apart from the other Bane Mummies, apart from their general improved coherence, is their love for the pleasures of life. Their approach to their own destruction is that it is an inevitable conclusion, so one might as well enjoy the fall.

Appearance

The 'Akeldamách are addicted to all manner of self destructive peccadilloes, preferring the sweet taste of oblivion to the bitter draught. Where other Bane Mummies ache for oblivion and release these Immortals are defined by hopeless acceptance instead. For these Bane Mummies the urge is less urgent or focused in a different direction.

There is no common or standard image among the Bane Dynasty, they remain individuals. They are neither twisted or broken by the creation ritual and hail from too many varied cultures to share any dress code or racial stereotype. COMMON POWERS: body expansion; cause insanity; horns; corrupted visions; darksight; deception; foot pads; hide of Apophis; mouth of Apophis; nightmare command; phoenix fire; poison tumours; tar baby; water breathing; whispers from beyond.

Organisation

Distinct Powers:

Much like the garden variety Oboli, the ‘Akeldamách are a loosely affiliated band with little coherent structure. They serve various aspects of Oblivion; Apophis, the Urge Wyrms, the Malfeans and the other dwellers in the labyrinth. They often work for or alongside other Bane Mummies as hired guns or temporary allies. In fact they occupy a role in Bane Mummy society almost identical to the role held by the Oboli in Reborn society, based more on the individual or on small cliques than on any Dynasty wide habit.

Gift of unmaking The 'Akeldamách are not cursed through the same creation ritual and are defined as much by their uniqueness as they are by their unhappy fate. Each of these Bane Mummies gets to chose one (and only one) free power from the list of bane powers. This power must cost 4 points or less and wasted points are not refunded.

It is a commonly voiced rumour that there are thirty ‘Akeldamách, one for each of the pieces of silver the Jewish priests paid Judas. How true this is nobody can verify, but it seems likely that the ‘Akeldamách dynasty is the largest group among the Bane Mummies, possibly by a vast degree. Guessing at thirty or so isn’t such a huge leap of logic. Among the servants of Oblivion it is also commonly believed that the ‘Akeldamách are less than dedicated to the cause. Trusting them with the big picture is not in the Wyrm’s

Free of the Hive Part of being on the outside of the Oblivion hierarchy is that the 'Akeldamách retain a great deal of free will and autonomy, especially while in his living cycle. While to disobey or act against the nebulous goals of Oblivion would invite destruction, or worse, the movers and shakers of Malfeas and the Labyrinth pay much less attention to the mercenary troops of the 'Akeldamách. Success is rewarded (or accepted as a fulfilment of the debt which holds destruction off for a little longer), and then forgotten. Failure is punished once it is revealed, but these entities were never waiting with baited breath and the 'Akeldamách often

has time and leeway to correct mistakes or take a second shot at the target. COMMON TAINTS: Addiction (see Weakness); bane attractor; disintegration; high functioning; infections; inner volcano; rotting; teledementia; ugly as sin.

Weakness

the eternal agony of existence in the most common of mankind’s diversions and are all addicted to a variety of vices. One dangerous and self destructive pastime will rarely do for an ‘Akeldamách unless it is truly damaging, Russian roulette or the like. For the most, they partake of several addictions of varying levels. All ‘Akeldamách much take 4 points worth of addiction for no reward at character creation.

Sinful release The ‘Akeldamách have found surcease from

STEROTYPES Aptrgangr

“Ditch dwellers and Fen lurkers, good cannon fodder if you can get them to leave their ancient grave sites.”

The Children of Apophis

“The closest of us to the true power of the Labyrinth, but also the pawns of Sutekh.”

Metnal

“Better to ally yourself with those who can find a dark humour in the deeds we must commit”

Syvén

“Such an enigma, they offer us the chance of escape and for that I loathe them truly.”

Udug

“Self loathing and self damned, I can see no reason to admire these simpletons and thier filth wallowing existence.”

The Reborn

“They are free! Reason enough to wipe them from existence even if it were not required of us.”

Oboli

“If there is anything more pathetic than us, it is the Oboli begging for scraps at the tables of the Reborn.”

The Aptrgangr Kira Crochan Geni – born of the black cauldron "Eyes without life...sundered heads...piles of carcasses...these are pleasing words to me" Slough Feg, Slaine Comic, 2000AD weekly In European mythology the Aptrgangr (lit. "after-goer," or "one who walks after death") was a type of Draugr or undead, bane

mummy's who represent the dark reflection of the cauldron born. They are usually brutal and strong, less able to integrate into human society than the children of Apophis, those who stray too close often draw the wrath of humanity and its heroes. Some have even suggested that Grendel was a Aptrgangr and perhaps his mother the sorceress who reanimated him. The spell of life which creates the Crochan Geni is based upon ancient myths in which cauldrons gave plenty but also returned the dead to life. Dagda and Ceridwen owned the most famous of these vessels, but even the

Grail is based on legends of such tools. For the most part the Crochan Geni go into a lake or a bog rather than a metal cauldron (although it is not unheard of) - but there is a darker rite which only uses true cauldrons to create dark Immortals. This is the Rite of the Black cauldron and it creates the Kira Crochan Geni, more commonly known as the Aptrgangr. The twisted mages of the North peoples and the Angles who created the Aptrgangr do so with a terrible perversion of the great rite apparently given to them by the Black Spiral Dancers whose Kinfolk make up a reasonable percentage of the Bane Dynasty. From the moment he is chosen by the servants of Oblivion, often by priests in the cult of Crom Cruach, the Aptrgangr is subjected to a series of defilements. Eventually his body and soul are considered debased enough for the Spell to be cast and he is slain in a terrible sacrifice to the Worm God. His (or her) ritually prepared corpse is then bathed in a cauldron along with the remains of slain warriors and deflowered maidens. The body parts that bob around in the stew are said to give the Immortal-to-be strength and vigour, and are to ensure that his senses are filled with the stench of offal when he returns to life. Certain herbs and other magical artefacts are added to the recipe, often one or two of which will become a fetter for the Aptrgangr while his Wraith haunts the nearby Shadowlands. Then the corpse is laid to rest. However for the spell to work it is essential that the preserved body is not buried properly, at least not properly according to the traditions of the Ancient Europeans who first performed the rite. What exactly constitutes an improper burial is up to the mage conducting the rite but being given a Christian ceremony or being buried without ceremony are among the most common. At the very least the sorcerer can ensure that the howe or barrow in which the body is placed gets disturbed by grave robbers soon after the burial, or that some other unfortunate event befalls the gravesite.

Eventually the soul of the Aptrgangr is able to stumble back and reunite with its khat again as a Bane Mummy. Re-animated by its shadow eaten soul, the Aptrgangr is reborn in a great spout of fire from his own grave, reshaped by the rite and driven by a willingness to serve Oblivion. Only the sorcerer that reanimated the Aptrgangr is free of its terrible wrath and the Immortal monster often forms an attachment with them or with thier descendents. In return for a powerful and bloodthirsty servant who will remain loyal for the rest of his life, the sorcerer has added a new conscript to Oblivions army. The Aptrgangr cling to the site of their first interment and often return to them to rest. Stories exist of the dead living happily in their barrow mounds, and the nearby relative seeing lights and hearing activity from the howe itself through the night. Those buried at sea often return at least to the coast and dwell in caves or hovels near the ocean into which they were cast. That is, for the Aptrgangr, the comfortable limit of his scope. They can quickly turn a lonely village or a mountain settlement into a haunted local, but they are highly difficult to move away from their grave. They are usually only seen abroad in service to a powerful mage or one of the Children of Apophis. Even when the most extreme will is brought to bear on them and they are encouraged to wander further, any relaxation of the demand and they will abandon all other concerns to make their way back home in as direct a manner as they are able.

Organisation While these Bane Mummies are no less intelligent and capable than the Children of Apophis, they are less capable of operating in the midst of humanity. Almost all Aptrgangr have the taint of Mearcstapa (see powers and taints) and so keep to the rural and lonely haunted areas of the earth. That being the case, most Aptrgangr function alone while in their living cycle and haunt the Shadowlands site of their grave in their death cycle. If they cannot remain close to their lair they retreat into the Labyrinth which appears

to operate as a suitable substitute as far as their weakness is concerned. When Oblivion's generals want to task the Kira Crochan Geni with a specific task they have to do so directly or by having their thralls wrangle the Bane mummy for them.

Appearance Once he has returned from the grave, the Aptrgangr is said to be "hel-blar" ("black as death" or "blue as death") or "na-folr" ("corpsepale). It has invariably increased in mass or muscle, even if that appearance is just due to torn skin, bloating and dehydration giving his body more definition. They often indulge in ghoulish behaviour, drinking blood, gnawing flesh and crushing the bones of their victims. Although they rarely observe an interest in fashion and decorum, the Aptrgangr appreciate trophies and will often decorate their bodies with objects taken from kills while their tombs are decorated with the heads of fallen enemies. As part of the foul rite which creates them, the Aptrgangr are decorated with various tattoos and Wyrm glyphs. Aptrgangr tend to go abroad at night, the time when their inhuman appearance is less obvious and they are less likely to run into humans or the sounds of human habitation. In the Poem Beowulf, Grendel is described in various ways as a nocturnal creature. As “deogol daedhata deorcum nihtum" (the hidden doer of hateful deeds in the dark night), the "scridthan sceadugenga" (the gliding shadow-goer), and as "Sceaduhelma gesceapu scridthan cwoman wan under wolcnum" (the shadow-cloaked shape comes gliding, black under the clouds). Common Powers balefire flux, berserker, blood sniffing, claws, fangs or horns, corpse strength, darksight, foul form, Gaseous form, Grimmum grapum, hide

of the wyrm / hide of Apophis, shadowplay, size, stench of the howe, water breathing

Distinct Powers: Sceaduhelma (shadow-cloaked) Aptrgangr are preternaturally stealthy, maintaining a relationship with the shadows. In any form of low light they gain +2 dice to all stealth, sneak and concealment dice pools and they can never botch such a roll. Under harne stan The Bane Mummy can move magically through the earth, swimming through clay, peat or even stone as though it was water. They can sink almost instantly into natural earth and 'swim' to any position not interrupted by impassable terrain. System: The Bane Mummy spends a point of Sekhem and must sink into the earth, this power cannot be used to walk through embankments or trees. Once submerged it can move at its normal running pace. It takes a turn to enter or exit the earth and only natural substances (dirt, stone, wood) will allow passage. Any man made barrier (concrete, alloys) will block the way. Common taints balefire curse, bane attractor, barrow flame, inner volcano, mearcstapa, Special diet, the crusties

Weakness Haunt bound The Aptrgangr truly hate to leave their graves and if they must do so, they do so at a disadvantage. Each 24 hour period that they do not reside at the place where they were laid to rest, the nearest coastal place if buried at sea or the dark reflection of such a place in the Shadowlands while they are in thier death cycle, the Aptrgangr’s dice pool is lowered by one to a minimum of one dice.

STEROTYPES ’Akeldamách

“Your gold does not impress me, nor do your games.”

The Children of Apophis “Master, I have done as you asked now I go back to my grave!” Metnal

“one invasion and you're still complaining? Come back to me when you've seen a few more!”

Syvén

“Come warm my barrow pretty little whore, I can pay - witht he grave goods of a dozen kings!.”

Udug

“Stinky little goat fucker”

The Reborn

“You make a lot of noise for an idiot who chose the loosing side. Come see me and I'll rip your tongue out for you!”

Crochan Geni

“Hur hur, stuck in a pond for eternity while I slaughter your people.”

The Children of Apophis First of the Twisted “"I am life reversed, the herald of the undoing, the groom of Oblivion. Apophis birthed me to ignite worlds and to swallow suns. You will kneel before me and rejoice in your destruction!"” The Children of Apophis - the original Bane Mummies - are the dark and twisted parodies of the Shemsu-Heru mummies, eternal rivals to the minions of Horus. Physically twisted and grotesque the outward appearance of the children of Apophis can hardly match the inner monstrosity of these creatures. The Vampire Sutekh created the Children of Apophis in an act that sealed his descent from the Heroic warrior king to the champion of darkness and corruption. With the aid of accursed spirits and the influence of Apophis he managed to patch the gaps in his knowledge and create a Spell at first similar to the great Rite! But the result was certainly more than he bargained for: while the Bane Mummies are truly immortal, their experiences in the Underworld have utterly transformed

their psyches, and their souls belong to the Neverborn Apophis, the Great Devourer of Ra. These seven people - five men and two women - returned from the Underworld and renamed themselves after the incarnations of Apophis, with powers even greater than those of the Shemsu-Heru that they might act as the servants of Apophis' will. They are truly monstrous and almost entirely driven insane by their numberless encounters with fell entities and by the endless pain of their twisted visage. But their insanity does not leave them mindless, these creatures are devious in their methods especially when faced with the True Immortals who they feel are constantly mocking their misery and their mental capabilities. All of their cunning is, however, constantly undone by their temper which causes them to explode into a psychotic rage at the drop of a hat. In the eons which have followed their creation, the Children of Apophis have built for themselves a power structure within the Spirit realms and have explored their existence under the service of more than one master. Individual Children of Apophis grew dissatisfied with the Vampire Set in time and migrated towards other masters, serving the Wyrm and its Urge aspects, powerful Malfeans in the Underworld and even other corrupt entities. When they found these entities lacking in any respect they moved on again -

always seeking a more powerful master who might grant them victory or destruction. Having such masters has increased the power and the capabilities of the Children of Apophis to the extent that they are individually the most powerful Immortals in creation. Only a foolish member of the reborn would go toe to toe with any of them and often a larger group of supernaturals have discovered too late that they are no match for such beasts. There is no greater proof of their capabilities then the lesser Children of Apophis, Bane mummies created not by Set but by these seven monsters themselves. Over the centuries they managed to decipher the spell that Set had used to create them, often pulling segments from the bloodied corpses of the dark Gods priests. Once they had combined all the segments of that spell they begun to procreate, creating ten more of their ilk.

Organisation It is illogical to speak about organisation among the Children of Apophis for they are incapable of working together unless directed to do so by a more powerful entity. It seems that the same hatred they bare for true Immortals exists between the original seven also. Even Set quickly learned that it was better to employ each of them individually rather than risking them turning on one another. The Children of Apophis have greater success working with less powerful creatures such as spectres and bane spirits, Vampires or other corrupted supernaturals and this is partly why they sought to create their lesser brethren. Common Powers body expansion; cause insanity; horns; corrupted visions; darksight; deception; foot pads; hide of Apophis; mouth of Apophis; nightmare command; phoenix fire; poison tumours; tar baby; water breathing; whispers from beyond.

Distinct Powers: Bane Master The Children of Apophis are to the rest of the dark immortals what the Shemsu-Heru are to the reborn, a status enforced by their relationship with the Wyrm. They command a certain degree of respect from all the servants of Oblivion (and indeed of the Wyrm) and gain +2 dice in any roll involving interaction with them. In addition, all but the most highly sentient banes or Plasmids will naturally seek to please and obey the Seven Children of Apophis. Powers of the Undoing The Children of Apophis have lived, died and been reborn more times than any other creature and they have developed an understanding of the process. By infusing their khat with the energies of Malfeas and the tempest they have hardened themselves against the susceptibility to death suffered by others. The Children of Apophis heal all damage, with the exception of aggravated damage, in the same way as the Garou replacing Rage with Sekhem. Common Taints Addiction (see Weakness); bane attractor; disintegration; high functioning; infections; inner volcano; rotting; teledementia; ugly as sin.

Weakness Twisted visage All of the Children of Apophis were horribly reshaped by the magic which created them. They are not only forever reduced to a zero score in the Appearance trait, they also suffer 1 to any social roll except those to intimidate others. If that wasn't bad enough, the condition of their bodies causes them intense pain while they reside in their khat causing them to lash out at the slightest provocation.

STEROTYPES 'Akeldamách

"Just because you have fallen to serve our masters does not change what you once were, every one of you I throttle bears the face of Isis in my mind."

Aptrgangr

"If you cannot leave your tomb what use are you? You will listen to my commands and follow me to glory, NOW!"

Metnal

"Come here little stick man, I have something funny to show you ... something that will cause you to scream"

Syvén

"Betrayal wears such a seductive shape, and remains unpunished for thier crimes. I can see no reason to seek out the Dark Kingdom of Jade for its master."

Udug

"The interest shown to you by lesser spectres is nothing more than bestial empathy little hunter, don't confuse it with true worth on your part"

The Reborn

"Meat for my grinder, focus of my hate, recepticle for my blade and ... and .. [sounds of gutteral snarling followed by smashing and rending]."

Shemsu-Heru

"I am your the face in your mirror, hated tool of Isis. The face you could have worn if you were not weak and easily mastered."

Ishmaelites

"You have seen how weak and pitaible Horus is, your journey into my clutches will soon be complete."

Cabiri

"I have powers beyond your capability pathetic pederist, no books can ever reveal what I have discovered in the corrupted Labyrinths and hives of my masters."

The Spawn of Metnal Self loathing given form “Perform the correct rituals and bloodlettings, sacrifice the appropriate victims to the Gods, you ensure that existence continues to flourish. What then, oh eternal fool, would happen if the only people still conducting those rites were deliberately corrupting them?”

For instance, a pre-flaying cadre of Mayan priests created two realms within the Far

Shores. Mitnal, the “lowest” of their nine underworlds (only two of which they have constructed), hosts terrible creatures that torture the supposedly impious and wicked ancient Wraith’s of the Mayan culture, while its paradise houses the honoured souls of those who hanged themselves to death, warriors killed in battle, sacrificial victims, woman who died in childbirth and members of the priesthood. These souls escape suffering by sitting in the cool shade of the cosmic tree yaxche – little do they know that the tree itself is composed of the unwilling souls of the dead. - Wraith: the Oblivion - Buried Secrets page 42 The Wraith’s who govern Mitnal have been completely corrupted by a malfean they know as Ah Puch (called the Storm eater by the Werewolves). As part of their worship to this entity they have transformed the far shore into a place where spiritual and physical corruption

coalesce to feed the creatures of Oblivion. Their practices were fed for centuries by the rituals of mortal healers who would intone healing prayers banishing diseases to Metnal, and sometimes they would sacrifice the worst criminals to this place of woe. Ah Puch’s grasp on this Far shore was cemented when a handful of priests who had been among the Awakened in life attempted to conduct the Spell of Life to create new Immortals in the underworld. They reached back towards the lands of the living and found a spirit bound into its mummified body as a punishment, a method intended to trap the criminal for all time so they could neither escape to trouble the world again or go on to interfere with the relationship between the people and the Spirit worlds. The festering energies of Metnal and the half remembered trappings of the Spell of Life reanimated the dead human and returned it to the world as a bane Mummy of the Xibalba. The guilt of this first mistake set the priests on a rapid descent into existence as shadow ridden and laid the path for Ah Puch to create several more monstrosities. One of Charon’s peers may well have reminded them what the road is apparently paved with! Such Reborn are known as the Metnal, copying the Xibalba practice of naming themselves after an Underworld region out of mockery. They share a joy of perverting old ways and ancient rights and they gain their Sekhem from sacrificing mortals in a manner that panders to the worst modern stereotypes of the ancient Mesoamerican cultures. To join the ranks of the Metnal an individual needs to be seething with their own inner hatreds and vileness when they are imprisoned in their corpses by well meaning mortal mages. Every step of the process needs to be twisted for the rebirth to be successful, and that leads to a distinctive type of Dark Immortal being created from Metnal, one who hates with a passion. Such bane mummies burn with a hatred for all life, even the none life of the Wraiths, even for each other. The passion of the Wyrm for destruction and the hunger of Oblivion are

perfectly balanced in these creatures, a success which only serves to infuriate the Metnal even more. Despite their self destructive drives however, the Metnal possess an endless sense of humour. So long as you can find humour in the pain and suffering of others they are a riot to be around. The insanely inventive minds of the Metnal along with their vitriol for all others has formed them into first class practical jokers with a fondness for physical props. Since the victory of Tezcatlipoca in the flayed lands and the rise of Ah Puch, the Metnal have long hoped for the final end to all things. That they are still waiting for their release enflames their fury only more and they have begun to push ever harder for the end times. Many now eagerly await the final days of 2012 when the Mayan long count foretold the final chapter in earth’s history. if and when that date passes and existence still continues unabaited, their wrath will be legendary!

Organisation There are thirteen known Metnal; Hun Came (One Death); Vucub Came (Seven Death); Cuchumaquic (House Corner) the one who draws blood from people, he who caused the shedding of blood of men; Xiquiripat the Blood Gatherer (Blood Moon or Blood Girl/Maiden); Ahalpuh the Pus Master; Ahalganá the Jaundice Master; Lord Chamiaholom the Skull Scepter; Chamiabac the Bone Scepter; Lord Ahalmez the Trash Master; Lord Ahaltocob the Stab Master; Xic of the Bloody Teeth and Patán of the Bloody Claws. These creatures despise one another as much as they despise the rest of creation but they do hunger for a final conclusion to existence and will work with anyone or anything they believe can achieve this. For the vast majority of their existence they followed Hun came and his brother Vucuc came with little question. Under their leadership the former war for the flayed lands was won, Tezcatlipoca defeated Quetzalcoatl. But the end they expected to follow soon after never came, belief in the leadership began to erode. The Metnal doubted everybody from

Hun came all the way up to the Wyrm itself, and when a new player showed on the scene they began to watch him with interest. The Metnal have not yet abandoned Hun Came or Ah Puch, they are traditionalists at heart even if they hunger for the end. However Hun came knows that if he called a choice between his ways and Mictlans ways, he might well lose. He longs for the end, but until then he has little desire to lose his throne. Ah Puch, as always, plays all sides for his own end. The spawn of Metnal have allied (albeit with poor graces) with a fallen Xibalba named Mictlan who brings with him not only a mortal terrorist cell named the black Shadow, but also the ability to create unique risen dead called the Flayed ones. Since the time of the old west, Mictlan has been the leader in action, if not in name or recognition, of the Metnal. For descriptions of Hun Came and Xiquiripat, as well as the corrupted Xibalba Mictlan, his Flayed ones and the Cihuateteo; click here ---)

Appearance These Metnal are less Physical than most other bane mummies, indeed this is in no small part to do with the Xibalba preference for sturdy warriors and healthy women among their numbers. Most Metnal were criminals in life who survived on their wits and skill rather than on their muscle. Others were sickly individuals or even pure innocent children sacrificed for a specific purpose. Common Powers Animal control; chameleon colouration; darksight; ectoplasmic extrusions; extra limbs; Gaseous form; howls of horror; numbing; rat head; savage Genitalia; sense the unnatural; tar baby; Under harne stan.

Distinct Powers: Corrupter The Metnal can pass on the supernaturally charged diseases within their flesh to living

entities of the lower orders. For a point of Sekhem they can poison 10 square meters of plant life or water or a single swarm of lesser animals with a virulent and infectious disease. Doing so takes something out of the Metnal as he shares the inner corruption that he has bonded with and he cannot repeat the effect for another 24 hours. Anybody taking damage from an infected swarm is poisoned with a virulent (toxin rating 6) poison which inflicts Aggravated damage, as is anybody who bathes in or drinks the water or who internalises the plant life. Metnal and their allies often corrupt plants in order to create poisons for their arrows, blades or claws. Blood letting Any injury inflicted by the Metnal (any damage inflicted and not soaked) will bleed until healed magically, almost as though the target suffered from haemophilia. Each turn thereafter that the wound remains causes one point of damage which can be soaked. If a second wound is inflicted by the Metnal, two points of damage are inflicted every turn and so on. Common Taints Addiction; atrophy; bane attractor; physical wasting; special diet; True Psyche.

Weakness: Unending Hatred The Metnal hate all existence to a degree that even the other destruction hungry servants of Oblivion have taken notice. However the Metnal are not creatures of blind rage or physical force, they are schemers and plotters who enjoy setting traps and fatal jokes. For these bane mummies the simple act of letting another creature live would be more than their willpower would allow if it were not for the constant competition to outdo the others in this way. Like some terrible cross between a James Bond villain and a mechanical Genius, the Metnal are obsessed with overly complicated and intricate methods of execution, and only a Willpower roll (diff 8) will allow them to do things the simple (and boring) way.

STEROTYPES ‘Akeldamech

“I do not trust those in whom the fire of nothingness burns so dimly.”

Aptrgangr

“Growling, ravaging, beasts that rampage in the night. No appreciation for the finer things. With a goad they can serve.”

The Children of Apophis

“We were the Gods of the Underworld, rivers of blood flowed in our name. They are merely one hue in the rainbow.”

Syvén

“The enemy of my enemy is not my friend, no pretty corn dolly, not at all.”

Udug

“Hunting is such a simple game, but with the skill of the trapper many things are achieved.”

The Reborn

“No sport, no fun, they have robbed us. Tezcatlipoca will laugh with us as he feeds on them.”

Xibalba

“Heroes, how I loathe them. What point is a game if everybody plays by the rules”

The Syvén The Daughters of Erlik Khan Born in Mongolia, Erlik Khan either took the name of the Ancient lord of death or he actually is the character upon whom that entity is based. Brave and fierce in equal measure, he carved out a place for himself in the Underworld and has refused to give it up even in the face of the Jade Emperors dictatorship. Many of the myths concerning him are contradictory; in them he seems to be both a lord of darkness and a judge of the dead, a terrible demon and a noble servant of Heaven. Certainly this powerful and enlightened leader of the Xianrén dynasty has been observed to display remarkably unique and interesting abilities in comparison to other reborn, and the line between the Erlik Khan the Tianxian and Erlik Khan the God of Death isn’t easy to make out. Most of commonly known the stories about the lord of death are far from flattering about him, depicting him as an enemy of mankind. The Mythological God seems a very long way from the enlightened and wise character who guides the Xianrén.

Myths report that Erlik Khan has Seventy-Two Daughters and each Daughter has many Legions of Handmaiden 'Abassi' Succubi. The 'Syvén' Daughters of Erlik are usually described as Salacious, Perverse and Wantonly Sexually Promiscuous with Predatory intent. They are known to Shaman and necromancers of the Eastern traditions, to Dreamspeaker and Euthanatos Mages and to spiritually aware people from Siberia to Tibet. But down through the years, these strange creatures have always been recognised as the daughters of Erlik Khan. The Syvén are described as wanton seductresses, indulging in sinister passions and perverse games with certain darkly aspected shaman and tantric mages. In return for their teachings they corrupt these Awakened individuals to their own philosophy, tempting them to abandon morality and to give themselves over to the yearnings of their demons. In the east, where the concept of the balanced forces of Yin and yang are so vital to understanding, the Syvén are seen as the dark reflections of the Xianrén. The truth of these daughters is somewhere buried amid the various myths and legends. The Syvén are Immortals created with a corrupted version of the spell of life and of all the bane mummies they seem the most

human. They are certainly not on the side of the Undying, in fact they clearly serve Izanami one of Oblivions lieutenants, but they are rarely seen a part of Oblivions larger armies. Whatever aspect of oblivion the Syvén do serve, they are agents of Death, of discord and chaos certainly, but in no way are they the mindless twisted wretches seen among the Children of Apophis or the Aptrgangr. Their targets are just as likely to be Spectres as they are the reborn, and at times they have sought out the undying for their passions. While the Shemsu-Heru state that they are servants of Oblivion who must be attacked on sight, other Immortals who have awoken at night to a find a Syvén in their bed are not so sure. It is widely agreed upon that there are far fewer than 72 Syvén , otherwise they would outnumber the Xiānrén by at least two to one, if not three. They tend to act independently from each other, using their spirit companions when they require a force of numbers. Few stories report these bane Mummies working with each other or with other bane Mummies and as such is it impossible to gauge their numbers. Upon death they appear to return to their own unique and still undiscovered holding rather than to the labyrinth. There are no confirmed reports of a male Syvén and it would seem that they are all female. Such a fact has not gone unnoticed by the male dominated Dynasty and given how difficult it has been throughout most of history for Asian women to even get a peek at an Alchemical scroll, the inevitable gender judgements have hampered what female Xiānrén there are. More than one misogynistic Immortal has dared to claim that any woman who becomes Immortal will become a Syvén, usually while looking accusingly at any female Immortals nearby.

Organisation Though it remains unknown to the forces of Ma’at, or indeed to anyone outside of the Labyrinth, the Jade Emperor is not Qin Shihuang, he was replaced by a Malfean long ago. This creature was in fact the eldest of the Onceborn and it was because of its desires to

rule the underworld that Stygia fell. Whomever the Syvén serve, their master is no ally of the Jade Emperor and his daughters are currently more concerned with toppling the thing that wears Yu Huang's face from the throne. Whatever entity does commands the Syvén Bane Mummies it is clearly not part of Oblivions inner circle or one of the easy to identify urge Wyrms. It appears that they have no standing orders concerning the Immortals or their allies and while there have been numerous attacks on reborn concerns, there are just as many reports of disinterest and even a few of unexpected aide. However sources tend to disagree as to whether such help was intentional or merely the result of some undisclosed scheme of the Bane Mummies. The Syvén often act alone or in small groups, and seemingly operate with full autonomy. While some simple practice disruptive tactics to weaken the holdings of the Jade Emperor, others travel the Yin Umbra much as ferrymen do, seeing to thier own affairs. They have been known to act as Concubines

Appearance The Syvén seem either unaffected by the physical abnormalities common to other bane mummies, or else are inclined to cover them up. Their skin tend towards shades of grey and many adorn themselves with harsh decorations or self mutilations but they are otherwise human looking and devoid of mutations. Many of these creatures are, in truth, quiet attractive and keen on dressing to make the most of their female form. Several could be spewed directly from an Otaku's most fertile wet dreams. One thing all the Syvén share is a heightened sexuality and an appreciation for passion perhaps as a side effect of their active Psyche. The Syvén deserve all the bad press they get from aesthetics, they and their spirit servants resemble the Succubi of western myth. They are primeval and passionate, living hedonistic lives while in the lands of the living and equally ecstatic deaths while in the Underworld.

Some even say that the Syvén are slaves to their passions, and that this is the true meaning of their names (Syvén means slave or servant). It has been noted that these Immortal girls are a very long way from the demure and dutiful daughters one might expect from eastern mythology and that their sexual appetite will nearly always get them in trouble sooner or later. In fact, it is these desires which lead to so much doubt concerning the bane mummy’s devotion to Oblivion. The hunger for sexual gratification and stimuli is stronger in the Syvén than the drive to seek destruction. Common powers:- cause insanity, extra limbs, Hekau path, mind rape, nimbleness, savage Genitalia, succubie’ veil, wall walking.

Distinct Powers: Summon Abassi The Syvén are served by unusual and unique handmaidens known as the Abassi Succubi, Helping (Servant) Spirits not so dissimilar to the Hindu-Yogin-Tantric female Faerie Sorceresses known as 'Dakini's'. The Syvén actually clothes what remains of her psyche in flesh (or Corpus) and strikes a bargain with it to obey and serve her. It is the higher emotions and desires of this entity that makes

the Syvén Bane Mummies so different from their peers. Whether one Abassi or a dozen serves her, they are all her Psyche given form. They are all the light emotions and desires of the Syvén, but bound by the Immortals own primeval nature to do her bidding. The rules for this power are given in the system section. Use Hekau The Syvén are equally capable of learning the magical powers of other Immortals and of improving them without gaining a taint. Common taints:- Addiction (vices and fetishes); breed prejudice, drone attractor, high functioning, plasmid attractor, physical wasting, true psyche.

Weakness Unwelcome:- The Syvén have been corrupted by their Psyche and are no longer welcome by the Labyrinth, or the hive mind of the Spectres. They can call no aid from the various forces of the Wyrm or of Oblivion except for those loyal to their unknown master. For the most part the leaders of the labyrinth consider them Yu Huang’s problem but should the larger majority of the Tempests children take an interest in the Syvén it is doubtful that they would last very long.

STEREOTYPES 'Akeldamách

"Now these Immortals interest me, perhaps I will let you buy me something expensive."

Aptrgangr

“Too simple minded to pose a threat or provide entertainment.”

The Children of Apophis “Always seeking power. yet you really desire destruction don't you?” Metnal

“Games? Oh I like games. Do you know this one with thorn bushes and honey?”

Udug

“I smell you coming long before you get close enough to catch me. But I appreciate the chase all the same.”

The Reborn

“Belief, hope, the urge to save the world. Weaknesses I can work with.”

Xianren

“The peace you seek does you no good hermit, your many lives have been wasted on a fool errand.”

The Udug The Unrighteous Ones “I am the cry of the abused child, the whimper of the beaten animal, the ache in the victim’s heart and the howl of the predator given vent. I am the doom of the world, I am despair and even the gods weep at my conduct!” The Udug, also known by the Akkadian Utukku are a bestial and demonic bane mummy infamous for their haunting of deserted places and for their imaginative cruelty. As immortals they have the basic human cunning and tool use, but their thought processes tend towards instinctual near animal habits. The Udug take deliberate steps to deny their humanity, indulging in spite so monstrous and barbaric that they hope even the Gods will take notice. In their eyes the greatest achievement would be to disgust the creators to the extent that they turned their back on existence.

It is unclear when the word was applied to this branch of the bane mummy affliction, and each of the Udug claims to be the first of the line. Many in fact claim to be the only Udug, that they are Enkidu, or Satan, the Wyrm itself or a variety of other dark entities. Those who challenge their claims are brought low through the utter degradation of those they hold dear before being tortured to death and left on display for all to see. Despite being few in number these creatures have attracted an insane following from the accursed, putting the other bane mummy’s noses out of joint. The lower ranks of destructions army, the Spectres and the Bane spirits, often look to the legends of the Udug much as mundane humanity looks upon its celebrities and heroes. Perhaps the one thing all other bane mummies share is their utter hatred for and jealousy over the Udug. The Udug are at once the most determined to eradicate their former humanity and the most high functioning of the Dark Immortals. They are explorers in the realm of corruption, artists in the furthest regions of experience and only a fool would label them as mindless monsters.

The Udug strive to achieve an absolute lack of worth in the eyes of the divine so that they might counter the benefit the Tzadikim believe they bring to creation. In fact they have become architects of the perverse whose debauchery and malice outshine that of the worst humanity has ever produced. They spend endless incarnations plumbing the depths of their own capabilities in the attempt to become the very worst creation has to offer. Unlike other grooms of oblivion, the Udug are not so eager to find destruction, they look to inflict it upon others first.

Taking their central credo from all that is denied to mankind in the sacred books they study the knowledge of good and evil, seek out the forbidden fruits and the sacred cattle. Many take a special interest in the line in the Biblical book of Genesis which warns Adam and Eve that “Your eyes shall be opened, and ye shall be as gods, knowing good and evil.” The Udug believe that they are well on their way to becoming gods themselves, perhaps they will one day rise to rule over the Wyrms brood and the spectres of the Tempest.

Named after a type of demon or ghost, the first Utukku was the wraith of Enkidu in the myth of Gilgamesh who was raised up by the god Nergal. Eventually the word was applied to various entities, companions of the Anunnaki. They were in the service of the underworld, and were required to fetch home the fruit of the sacrifices and burnt offerings, which generally consisted of the blood, liver, and other "sweetmeats" of the sacrificed animal.

It is unknown what career they had in life but almost all of them become hunters of one type or another after undergoing the corrupted spell of life. Fugitives and vagabonds in the wastelands of the earth, just as the creator declared for all those who disobeyed him. While they enjoy debasing the current morals of society, they prefer not to dwell among the masses. They are keen to retain the bestial aspect of their minds and to allow it to

dominate their lifestyle and their modus operandi.

Organisation The Udug prefer to dwell amid plasmids and other simple spectres in the underworld and are known to retreat to their own realm of Kurnugi (land of no return) somewhere deep in the uninhabited Tehom (tempest). Very little is known about this location or what the Udug do there and their time in their death cycles remains a mystery even to the other servants of Oblivion. The assumptions that have been made point to Kurnugi being a place where the Udug offer sacrifice to Oblivion, or perhaps to some great plasmid, and where their simplistic form of organisation takes shape. The bane mummies often return from the underworld with a purpose and spend a great deal of energy focussed upon their unknown schemes.

Appearance The Udug spurn much of civilized behaviour, never bathing, never cutting their hair or shaving. The only clothes that they wear are those they fin necessary to the lifestyle of a hunter, and as such many are naked except for weapons and trophies, or the tools of torture. It is not unusual to see an Udug smeared in blood and offal, caked in the mud and dust of the road with hair full of seeds and burrs. Common powers: - Animal control, brain eating, claws, fangs or horns, howls of horror, nimbleness, sense the unnatural, venomous bite, void of silence, wall walking

Distinct Powers: Blood Sniffing The Udug all gain the blood sniffing power (exactly as it appears in Freak legion on page 72). They are hunters, stalking their prey for whatever unspeakable reason and this Bane granted power aides greatly in that aspect. Awful Awesomeness The Udug can gather the energies of the Tempest about itself to take on a terribly frightening aura, causing those that see them to exaggerate just how monstrous they are. This Aura is Illusionary and relies as much on the imagination of the victim as anything else but it grants it 2 automatic successes in an Intimidation roll (or +2 dice to a Charisma roll when dealing with the underworld creatures of Oblivion). Common taints: - Ablutophobia, bane attractor, disintegration, infections, physical wasting, special diet

Weakness: Inhuman: - The Udug can never assimilate with other cultures, other groups or even other packs. No degree of effort can succeed in making them look or smell like a normal human, no animal not being controlled by some means will remain in their company, no disguise will have the slightest effect upon them. Even supernatural attempts to disguise the bestial and uncivilized appearance, scent and behaviour of an Udug will fail.

STEROTYPES ‘Akeldamech

“Immortality is the gift which free us from human weakness, too bad it failed with these lackeys."

Aptrgangr

“The further one dwells from the herd the more powerful one grows. Remember that next time you pluck an Aptrganger from its bed.”

Metnal

“Every society needs its clowns, at least ours can hold thier own in a fight. ”

Syvén

“Rutting like the beasts of the feild in silk sheets, the paradox confounds me.”

The Children of Apophis

“They have the power to lead, I do not question that. But we will surpass them before the unmaking and they will lick my boots.”

The Reborn

“They hide, I hunt, they die!”

The Tzadikim

“Pure of heart? Denial of your desires? Hows that working out for you oh devout fool?”

Role of Infamy Hun Came (One Death) First and foremost among the Metnal is Hun Came, also known as Cizin, a devoted servant of Ah Puch with a taste for torturing slaves in bizarre games and competitions. Despite several defeats at the hands of ther Xibalba, Hun Came remains the undisputed top dog of the Metnal due to the favour of his Onceborn master. During his time in the lands of the dead, Hun Came commands the respect usually due to a Nephwrack spectre and his various perversions are geared towards retaining this position of dominance. Known powers: berserker; extra speed; hide of Apophis (2 pts); size (2 pts); slither skin; slobber snot Known taints: Addiction (torture); Addiction (gambling); inner volcano; physical wasting; rotting; ugly as sin

Xiquiripat (Blood Gatherer, Blood Moon or Blood Girl/Maiden) Made Immortal before she became a woman Xiquiripat (alternatively, Ixquic or Xquic), is the daughter of Cuchumaquic and according to legend, the mother of the Hero twins. However

it is almost certain that she has never truly given birth, she simply had some philosophical link to their baptism into the ranks of the undying. Her overriding passion is to tatse the joys of love and motherhood denied her by the Spell of life. Driven by a lack of understanding how she came to be Immortal and how she is incapable of defying Tezcatlipoca, Xiquiripat is hungry for knowledge about herself and other immortals. Because she is able to pass easily for a normal human, Xiquiripat has even succeeded in fooling a few supernaturals, even a few Immortals, into taking her as a lover, feeding both her loneliness and her need for more information. While she is desperate for male attention, Xiquiripat eventually grows dissatisfied with her lover’s inability to make her pregnant and kills them, before devolving again into a monstrous baby eating plague on the neighbourhood. Known powers: brain eating; mind rape; nimbleness; savage Genitalia. Known taints: Addiction (desperate to be a mother); bane attractor; special diet (babies).

Ahalpuh (Pus Master) Called an immortal infection by the Xibalba, Ahalpuh long ago left the cult of Ah Puch for a

new Malfean master. Some suspect that he has now begun to serve Mulhecturous because he has ben witnesses working among the AIDS clinics in Southern America. Known powers: balefire flux, infectious touch, poison tumours, toxic secretions. Hekau path: Amulets. Known taints: Atrophy; infections; physical wasting; worms.

Mictlan - the Black Shadow (for the full bio of Mictlan, see Werewolf: the Wild West – Tails from the trails: Mexico pp 93 – 96 and also The Chaos Factor pp 62). There is one more Spawn of Metnal, a Mummy who goes by the name of Mictlan and who may once have been numbered among the Xibalba if it wasn’t for the spite in his own heart and his devotion to a Gangrel Vampire. When

he was resurrected he was reborn corrupt and he created a huge cult to worship an aspect of Oblivion called the Storm eater. By presenting this malfean entity as the ancient rain and sacrifice God Xipe Totec, Mictlan has gathered quite a powerful cult of Oblivion. Ideas ,like national identity and a pseudo reclamation of the old ways has allowed him to shape this cult, the black shadow, into a supernatural terrorist cell. The true Metnal despise this upstart, and Mictlan returns their scorn, but the bane Mummies know that he is favoured by the Wyrm. Only Mictlan can create the Flayed ones and he has done more in the service of Oblivion than the rest of them put together. As much as they hate him, the Metnal will aid Mictlan if he asks, if for no other reason than to share in his glory and to appear to be loyal servants.

Lesser Grooms of Oblivion Lesser children of Apophis These ten new children are less powerful, less gifted than the seven created by Sutekh because the magic they experienced was not wielded by a Vampire God or his Awakened acolytes. Instead they were created by those seven and are lesser in almost every way, however even in that they are fortunate for they are all much more human than the original seven and can pass in human company all the easier. They have no specific powers or weaknesses as do proper Bane Mummies and they must be resurrected by one of thier creators in order to return to their Khat. The lesser children of Apophis bare the names Iubani, Khermuti, Unti, Karauememti, Khesefhra, Sekhem-hra, Khak-ab, Nai, Uai and Beteshu. They view the elders of the Dynasty as near Gods and are usually as loyal to them as they are to Apophis itself. In truth, certain children of Apophis have made a greater impression on certain of their lesser siblings than others and cliques have formed in the dynasty.

The Flayed Ones The flayed ones are unique to South America and are especially active in Mexico. They are the Wraiths of the Dead who have been touched by the power of the Storm eater and then placed into the bodies of the recently sacrificed. Though they appear perfectly normal under most circumstances, they are

undead in their own fashion. Unless they are actually attacking an enemy, they have no noticeable difference from any other human, save for their Wyrm-Taint. When they reveal themselves, however, their horrible state of decay make them very obvious. When no longer hiding themselves, the Flayed Ones still look largely human – save for the lack of any flesh over their skulls and the long strips of flesh that hang from their bodies like the bandages on a Hollywood mummy. Of course, these are no Hollywood creatures; the Flayed Ones’ fleshy wrappings constantly drip blood. The children of Xipe Totec are dedicated to destroying all interlopers and reclaiming the lands of Central and South America as their own. They work carefully to further the agenda of a corrupted Xibalba named Mictlan, often imitating the people whose bodies they now posses and spreading the word of Mictlan as a Gospel or simply spying on their reborn enemies. The Flayed Ones dress in current clothing and appear to be alive from a distance, but they have no heartbeats and the blood that spills from their wounds is diseased and cold. That very same blood is another weapon for them, for when the Ichor from their flayed flesh falls into any open wound the infection that follows is capable of killing the most hardy foe, even Garou. Some of them use this to their advantage by painting any weapons they carry with their own blood before going into combat. These creatures are loyal servants of the Black Shadow, and they are only too eager to aid oblivion in its plans.

The Rules of Oblivion Systems and rules for Izfet Building a better monster A World of Darkness: Mummy 2nd edition gave the rules (page 136) for the creation of Bane Mummies based on the rules from the Werewolf: the Apocalypse book 'Freak Legion'. It is an elegant system which needs only expanding to allow the Storyteller (or the player) to create one of the various Dark Immortals of this work.

Sanity The vast majority of Bane Mummies are mad, driven insane but the horrors of their own existence. However Madness can take so many forms from the slavering blood thirsty monster to the cold, calculating and seemingly charming one. For some, this lack of sanity manifests much as it does among mortals, religious zealotry, an incapacity to empathise with others or a degree of confusion about which voices are real and which are created in their own fractured Psyche.

Magic The Magic of the Bane Mummies is usually an instinctual expression of their inner torment, acting as a conduit through which Oblivion manifests. Thus they are granted powers at character creation, the gifts of their unknowable masters in the Labyrinth, and they find it nigh impossible to improve on or increase these powers. Most Bane Mummies (The Syven excepted) find Hekau to be problematic; the Spells require a higher degree of intellect and inner calm than they can manage. Those few who can wield a path of Immortal magic seem to be innately suited to do so and cannot learn paths other than this. For this reason, Bane Mummies are given the chance to develop a

Hekau path when they are created (by the Storyteller or by particularly twisted players) and they can only buy Spells from this path and spent XP to increase their level in it. If you do choose to allow your players to create a Bane Mummy and they wish to spend experience points on new powers, allow them to transfer twenty five experience points into a single point to spend on power as though it were a Freebie point and make sure that they take a new taint (and do not gain any extra points from it) each time they cash them in.

Powers and Taints Powers The servants of Oblivion have a variety of powers, which can be bought at character creation with freebies. They may gain extra freebie points by selecting taints but these points may only be used to purchase powers and do not transfer into the general freebie pool. Suitable powers from Freak legion: a Players guide to Fomori & World of Darkness: Mummy 2nd edition. These point costs override those in either book. Animal control (2 pts); balefire flux (7 pts); berserker (3 pts); blood sniffing (2 pts); blood vomit (4 pts); body barbs (2-10 pts); body expansion (2 pts); brain eating (6 pts); cause insanity (2 pts per die); chameleon colouration (varies); claws, fangs or horns (3/5/7 pts); corrupted visions (2 pts); darksight (2 pts); deception (7 pts); Dispersion (4 pts); ectoplasmic extrusions (3 pts); exoskeleton (2 pts); extra limbs (3 pts per limb); extra speed (3/6 pts); foot pads (1 pt); Frog tongue (3 pts); Gaseous form (6 pts); hazardous breath (varies); hide of the wyrm / hide of Apophis (15 pts); howls of horror (3 pts); infectious touch

(5 pts); invisibility (5 pts); malleate (6 pts); mind blast (5 pts); mind rape (6 pts); molecular weakening (4 pts); mouth of the Wyrm / mouth of Apophis (4 pts); nightmare command (3 pts); nimbleness (2 pts); numbing (3 pts); phoenix fire (5 pts); poison tumours (3 pts); rat head (4 pts); savage Genitalia (2 pts); sense the unnatural (2 pts); shadowplay (4 pts); size (2/4/6 pts); skittersight (2 pts); slither skin (3 pts); slobber snot (4 pts); stomach pumper (3 pts); tar baby (3 pts); toxic secretions (2 pts per die); venomous bite (3 pts); wall walking (4 pts); water breathing (2/5 pts); Not suitable / banned powers diseased blood (vampires only); enhancement; Eyes of the wyrm (see eyes of Oblivion below); Fungal touch (see grave spores below); Garou Gifts; hand from beyond; hells hide; homogeneity; immunity; immunity to Delirium; lashing tail; mega attribute; noxious breath; plasmic form; procreation; prolonged life; regeneration; roar of the wyrm (see roar of the tempest below); scent of the wyld (or weaver); sense Gaia; shambling; shapechange (see foul form below); spirit ties; succubi's veil (restricted to Syvén and Abassi only); umbral passage; voice of the Wyrm; webbing; wings.

New Powers Corpse strength (2, 4 or 6 points) The Bane Mummy becomes superhumanly powerful, often demonstrated with extreme feats of strength. Bane Mummies have been observed literally crushing their victim to death or breaking their necks with their bare hands. System: The Bane Mummy gains the equivalent of Potence (see Vampire: the Masquerade). Each level bought (each 2 points spent) grants the Bane Mummy one point of automatic success in any Strength roll. Eyes of Oblivion (3 pts) The eyes of the Bane Mummy are weird and can actually dilate, revealing images of entropy and the Oblivion that waits for all things. System: An opponent who gazed into the Dark Immortal's eyes must make Willpower roll (difficulty 8) or be frozen in horror (for five turns minus Wits rating; minimum one turn). The Bane Mummy itself cannot attack its

victim, but its friends can. (This power is based on eyes of the wyrm pp 32 freak legion). Foul form (4 pts) The Bane Mummy is able to shape shift, to a limited degree, calling upon the mythical links between certain forms and the netherworld. These new shapes are always a corrupted version of the natural animal or entity; mangy and misshapen or violently flayed and wounded. System: The Bane Mummy spends one point of Sekhem and rolls Stamina + Athletics (difficulty 6). This Spell itself is incredibly painful process that takes three rounds to complete. The Bane Mummy can shift back into his 'natural' form at will, but it takes just as long. The Bane Mummy gains only one foul form each time he purchases this power and he does not gain additional powers not granted by the basic physical shape itself. Therefore a bane Mummy transforming into a Hawk would gain flight from the wings, if he transformed into a snake he could bite with his fangs but would need to purchase venomous bite to inflict poisons with that bite. Common shapes recorded by the Cabiri include diseased seals, rats, a great flayed bull, giant crocodiles, serpents, a grey horse with no ears or tail and a broken back, rabid canines, or a cat that would sit upon a sleeper's chest and grow steadily heavier until the victim suffocated, the Typhonian Beast, rotting children, trolls, vultures and even a Hippopotamus. Grave spores (4 pts) The Bane Mummy is infected with a variety of spores, fungus and bacteria from the grave or the tomb. The Supernatural effects of Oblivion have warped these natural inflictions into something far more virulent and infectious. System: the bane Mummy must touch a target to infect. The Victim must then make a Stamina roll (difficulty 7) or begin losing one point from all Physical Attributes, as well as Appearance, per day (as the spores slowly cover him …). The Infection may only be cured with supernatural means, but can be held in check with extreme forms of modern medicine. (This power is based upon fungal touch pp 33 freak legion).

Grimmum grapum (4 pts) The hands of the Bane Mummy twist into large claws, often known as hand spurs or grimmum grapum (grim claws), that look like the blades of shears and can tear flesh from bones. Wooden doors, bronze shields or thick fur are as tissue paper to such claws, they are truly devastating weapons. System: The claws are a permanent alteration to the Bane Mummy, making precise work difficult and lowering its dexterity by 2 when it involves delicate manipulation. However in combat they do aggravated +2 damage and add an extra dice when figuring feats of strength for the sake of destroying the target. Hekau path (6 pts) The Bane Mummy has sufficient grasp of his existence to master one of the Paths of Immortal magic. Perhaps learned from the whispering of the Tempest or from Apophis itself, this gift often denotes a specially favoured servant of the Unmaker. Only one Hekau path is granted with this power, and that power will usually be extremely suitable to the Bane Mummy's myth and archetypal grasp of entropy. Despite being created with a similar form of magic, the corrupted spells rarely grant full control over the soul's Sekhem and Hekau, the ultimate achievement of Sekhem, is a rare ability among the Dark Immortals. System: Buying this power grants the Immortal a single dot in one Hekau (which may be raised with freebie points or experience points as normal). To determine how many Spells the Bane Mummy begins with the Storyteller (or player, god forbid) must multiply its Sekhem score by the sum of its Hekau path ratings. They may then select spells whose difficulty number adds up to no more than this number. Remember that a character, even a Bane Mummy, can only learn Spells up to the level he has in the Hekau path. Living bandages (3 pts) The Bane Mummy can animate up to four improvised tentacles or arms from his bandages, shroud wrappings or even from his hair or tattered flesh. These limbs can be used to independently reach out and grasp objects, hit things or enveloping targets and smother them. Their reach is five yards. System: the Bane Mummy spends one

Sekhem and rolls Stamina + Occult or Thanatology (difficulty 6) to create the tentacles. He then adds 3 dots to his strength for lifting. To attack with the tentacles in combat, he rolls Dexterity + Brawl (difficulty 8); the tentacles inflict Strength +2 damage. (based on the power ectoplasmic extrusions pp 32 freak legion). Open Nihil (2 points) With an expenditure of two Sekhem the Sahu of a Bane Mummy in the Shadowlands may opens a Nihil wherever it chooses, providing an escape route or calling forth Spectres from the Tempest to aid it. This Power is available to all bane Mummies but no Spectres will answer the call of the Syvén.Roar of the Tempest (4 pts) The Bane Mummy is able to strike terror and despondency into the hearts of all near it by issuing a guttural scream. The air that passes over its larynx is not air from its lungs but the very winds of the Tempest, and in it can be heard the cries of the shadow eaten and the howl of Oblivion. System: The Mummy spends one Sekhem point and roll's Charisma + Intimidation (difficulty 6). All who hear this frightful sound must make a resisted Willpower roll (difficulty 6) or run as fast and as far as they can to get away from the Immortal. Any creature which is likely to suffer from frenzy such as Kindred and Garou must roll to resist such a state as well. Sand form (6 pts) The Bane Mummy has a spiritual affinity with the Deserts, the physical domain of death and entropy. It can reduce its body into a collection of automotive sand that can move about of its own free will. This sand can move at walking speed, and can squeeze through any space large enough for a grain of sand to pass through. While in the sand form the Immortal cannot be harmed by Kinetic attacks, but fire, electricity and radiation will still effect him. Liquid will slow him rather drastically, and because its mind and soul are still intact, most magical effects that target them are unaffected. For some Bane Mummies this power grants not a form of sand but some other appropriate substance such as ash or blood. System: The Bane Mummy must spend a

point of Sekhem to become sand and another to become solid again. Shamir worms (4 pts) The Shamir comes from Tzadikim myth and it was originally used to make deserts habitable but Solomon stole the Shamir and ended the beautification of the earth. Apparently the demon Asmodai perverted this magical beast for the Wyrm and taught its use to the servants of Oblivion. Barriers behind which a target hides are soon overcome and very little can seal the Bane Mummy's khat away for long. System: The putrid body of those with this power contains a manifest bane which can eat through any material with its acidic mouthparts. The Worm is extruded from the Immortals very flesh and begins to chew through any substance rapidly. Strong materials such as stone or metal slow its progress down to a speed of around a foot every ten minutes. Stench of the Howe (2 pts) The Bane mummy, especially Aptrgangr, can produce a foul and horrible stench; enough to set everybody else's stomach to retching. The smell is cloying and sweetly acrid, and once it is in the nostrils it is difficult to get out. System: Anybody forced to inhale the odour will be at -1 dice for three turns. With limited air supply or an enclosed space, anyone who needs to breath will be at -1 dice for the remainder of the scene or until they can take steps to ventilate and cleanse their surroundings and their noses. Summon Abassi (2 pts) - Syvén only The Syvén have a unique power which allows them to summon companions from within themselves with a short ritual (half an hour). They summon these Abassi by giving in to the urges of her Psyche and by sacrificing some of her Corpus (1 point per Abassi). This power is unique to the Syvén and none of them has ever been able to teach it to another Immortal or Wraith. Although all Syvén have this power it can be bought again (and again) multiple times up to a maximum of its Manipulation Trait. Each time the power is bought it grants an additional Abassi that will appear when summoned. Each Abassi will have the same health levels, attributes and abilities as its

creator but none of her powers or possessions. They are usually feminine in form, though whether they be human or beast is peculiar to each Syvén. The Abassi can be summoned in both the Skinlands and the Underworld, and they match their mistress in nature. While in her death cycle, the Syvén summons Wraith Abassi and when the Syvén is in her Living cycle, the Abassi is a living fleshy companion. They never fight but will rarely allow themselves to be killed while their mistress escapes. That being said they are summoned to serve other purpose mostly, messengers and attendants, bed mates or assitants. If killed (or destroyed) the Abassi is reabsorbed and can be summoned again by conducting the ritual of summoning. Suspended animation (3 points) This power allows a Bane Mummy to stall the cycle of death and rebirth if it is entombed with the correct ritual while still alive. The ritual involves the sacrifice of a Banes spirit and it causes all life functions to cease, placing the Bane Mummy in a deathly nightmare rabaged sleep. In this way the target can wait for long ages until their 'tomb' is disturbed and they awaken without the need for the usual resurrection process. While in this sleep the Bane Mummy remains intact and its Ba does not escape to the underworld, its Ka does not haunt the khat or guard it from intruders. Void of Silence (3 Pts) Constant experience with oblivion and the depths of the Labyrinth teaches the Bane Mummy the art of stealth. In fact, the Bane Mummy with this power is deathly and supernaturally silent, its footsteps make no noise, its breathing is unheard, nor is there ever a tell-tale heartbeat. It gains an automatic success in any stealth based roll and can never botch such a roll. Any attempt to detect it based entirely on sound will fail no matter the successes. Whispers from beyond (3 pts) This power allows the Bane Mummy to retain its connection to the Hive mind of the spectres even while in the Skinlands. The Bane Mummy can call its shadow-eaten brethren to aid it, either by possessing mortals or using other

Arcanoi to thwart the living. System: The Bane Mummy rolls Manipulation + Leadership (Difficulty 6). Each success calls forth a Shade spectre (Wraith: the Oblivion page 271) or a Tindelhound (Wraith: the Oblivion page 276) from the Tempest.

Taints Taints are the side effects of being subject to corrupted magic, along with countless journeys to the labyrinth or the Wyrm's realm. The Bane Mummies are torn between the two aspects of destruction and their spiritual and physical forms pay the price. Each point gained from a taint adds to the Bane Mummies Freebie points pool for buying Powers. Points gained from taints can only be spent on powers. Suitable taints from Freak legion: a Players guide to Fomori & World of Darkness: Mummy 2nd edition. These point costs override those in either book. Addiction (varies); atrophy (varies); balefire curse (7 pts); bane attractor (3 pts); breed prejudice (1-5 pts); the crusties (3 pts); disintegration (6 pts); infections (4 pts); inner volcano (5 pts); physical wasting (varies); rotting (6 pts); special diet (varies); teledementia (4 pts); ugly as sin (1 pt), worms (3 pts). Not suitable / banned taints brainwashed; derangement; doomed; the fading; mental de-evolution; mutoid cancer; second head; severe allergy; walking bomb.

New Taints Barrow flame (3 points) the lairs of the Aptrgangr and a few others among the Bane Mummy's are often revealed by the presence of supernatural fire and flames. In ages past people reported seeing strange glows from the burial places where the Druagr dwelt, or even where a Druagr was passing. In fact the body of the Bane Mummy produces corpse gas which can ignite, it even seems to burn behind his eyes - "him of eagum stod ligge gelicost leoht un faeger" (from his eyes came an ugly light, most like a flame). These flames provide no help or hindrance to the Bane Mummy except perhaps

to help him see in the dark, but they do make it almost impossible to hide (-3 to Stealth) himself or his home. Drone attractor (7 pts) See bane attractor (pp 42 freak legion), which it reproduces in every way except that it attracts minor creatures (drones) from the Underworld rather than Banes. High Functioning (2 Points) The unfortunate bane mummy still retains their sanity and thus exists without the blessing of the broken mind enjoyed by the majority of the Dark Immortals. To serve Oblivion knowingly is truly and literally soul destroying, few Spectres can be said to be fully aware of their state. Every moment is truly awful for such Immortals. These few unfortunates must find other releases for the pain and self loathing they bare, often a collection of addictions, ticks and peccadilloes. Those who do not hunger for their own destruction become true predators and sadists. Mearcstapa (3 pts - 5 points for Aptrgangr) The Bane Mummy is not all there mentally, and is not at all comfortable around the trappings of humanity. They seem to fear large civilizations such as cities, preferring to haunt the edges of such places. Theirs is a place of boundaries. The sounds of human celebration seem to actively cause the Bane Mummy discomfort and send them into a rage, often growing a murderous frenzy if it carries on for any length of time. Ceremonies and prayers are even worse, but any reverberations of society can lite the touch paper. Some believe that the Bane Mummies are not as fully alive as the traditional Immortals, and that they hunger for the things of life. That they are jealous of the living and the pleasures they are capable of enjoying. They hunger for the things of life, and this hunger is expressed by their savagery. Common among the Bane Mummies linked to the Crochan Geni Dynasty those with the Mearcstapa (rover of the borders) taint are tied to the borders, the places which correspond to the Spirit world and the lands of the dead, the regions where sacrifices are made.

Phobia (varies 1 - 3 Points) Much as the Bane Mummies are monsters surrounded by terrible truths and mind bending Gods, they were once humans just like the Reborn. Thier minds are often twisted and broken in ways too surreal to apply rules to. However some of their issues draw closer to those mental problems we can and do understand, the phobias developed as a result of eternal life. Phobias can work very well as low point Taints but do not over do it, even the most debilitating Phobia shares the mental landscape of the Bane Mummy with centuries of torture and slaughter. Use common sense (and these guide lines) when deciding the impact of a Phobia and attribute points value accordingly. For example; paraskavedekatraphobia, the fear of Friday the 13th, has very little impact on the character and isn't worth any points at all. Alliumphobia, fear of garlic, is easily avoided and so shouldn't be considered a taint either. Whereas Triskaidekaphobia, the fear of the number thirteen, does impact on the Bane Mummies life and is worth a few points (1 or 2 depending on severity). o

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Ideophobia (1 point) - The morbid fear of thought, new or different ideas. Ideophobics never drift from tradition, from the old ways. This can lead the Bane Mummy to ignore better ways of achieving its goals or of becoming stressed and fearful around new ideas. Somniphobia (1 point) - Is the fear of sleeping. Somniphobics are scared that once they fall asleep they will never wake up again (that Oblivion will claim you, that Apophis will swallow you). Those bane Mummies who suffer from this Phobia tend to be at -1 to all dice pools. Highly manic and driven to finish the current project quickly. Peladophobia (1 point) - The fear of bald people might seem a minor issue today, but imagine being one of the Children of Apophis in ancient Khem. Shaved heads were a common trend, and worn by all those spell flinging

priests. Today as humans live longer, the percentage of the population who make you feel uneasy or afraid is just as high as it was back then. o

Ablutophobia (2 points) Ablutophobes are afraid to bathe, wash or clean. They come to view their filth as a blessing of the Wyrm and will do nothing to offend Apophis. For creatures caked in blood, grave dirt and the detritus of creeping through sewers this phobia makes stealth an issue, The attendant flies and maggots get in the way of experimentation or carefully crafted mayhem, while no matter of cosmetic alteration can help the bane Mummy go abroad in human society.

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Hippopotomonstrosesquippedaliop hobia (2 points) - The fear of long words. This phobia takes on a whole new dimension for creatures who understand the power of true names, and any long or complicated word becomes an attempt to use Nomenclature against them. All rationality flees when the sufferer hears what his twisted mind believes to be a true name and he instantly rolls for frenzy.

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Nomatophobia (2 points) - The fear of names. Another Phobia driven by the fear of Ren-Hekau or Nomenclature, this leaves the Bane Mummy unwilling to use any true name for fear it will open him up to a magical attack from the hated reborn. His speech patterns become distinct and odd as he is forced to find alternative ways to describe almost everything.

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Automatonophobia (2 points) - Fear of Ushabti. The Bane Mummy is deathly afraid of automatons and it is so afraid that even being in their presence is enough to reduce their dice pool by 1. Any roll made against an Effigy suffers a -2 to its dice pool.

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Apeirophobia (3 pts) - The fear of infinity. For the Immortal Bane Mummies in the thrall of oblivion, the prospect of infinity is terrifying. They exist in a state of pain, hatred for others and self-loathing, and existence they would rather see ended at the earliest opportunity. Bane Mummies who suffer from Apeirophobia spend an inordinate amount of time seeking an end to their eternal existence, whether that be a way to reverse the spell cast upon them alone or rushing Oblivions plans to end creation itself.

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Aphenphosmophobia (3 poits) - The fear of touching or being touched. Bane Mummies who are also aphenphosmophobes like to have a lot of personal space. Simple physical contact can send them into a Frenzy, either attacking or fleeing the source of contact. Most need to immediately clean, or even cauterise, the area touched as soon as they are able. Usually not until after they have rent the offender limb from limb however.

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Phagophobia (3 points) Phagophobia comes with two debilitating fears, first the Bane Mummy is afraid of eating and digesting something, leading to health issues and a permanent wound on the health track while in the Living cycle. Worse still is the cause of the fear, being afraid of being swallowed by Apophis the devourer. Of being sucked into the belly of some giant beast in the Tempest or one of those Hippopotami. In fact the Bane Mummy is at a -1 whenever confronted by or contemplating something with a maw larger than itself.

Plasmic attractor (3 pts) See bane attractor (pp 42 freak legion), which it reproduces in every way except that it attracts minor creatures (Plasmids) from the Tempest rather than Banes. Prydian's curse (3/4 pts) The black rites which create the Bane

Mummies can be flawed in so many ways and they often leads to the creation of terrifying monstrosities. However some of the flaws are far more mundane. Bane Mummies with Prydian's curse are completely mute as in the story of Prydian, retaining all of their mental capabilities and social attributes along with all its abilities except those that require it to use its voice. The higher level of the taint is a mental hang-up that comes with Prydian's curse and leave's the Immortal obsessed with the silence the Hive mind hungers for. While noise does not cause them discomfort, they will go out of their way to achieve it. The Bane Mummy is careful and patient, taking great pains not to make noise or cause disturbances. Stealth and the absence of noise taints all of their actions and their tactics, they would rather abandon a scheme than be responsible for too much noise. True Psyche (4/7 pts) The Bane Mummies higher nature is every bit as powerful as the shadow of a normal wraith and he is subject to similar rules. His Psyche can even take control if he gains enough Pathos while they are in the underworld. For 7 points, the Psyche may even take control while the bane Mummy is in the skinlands.

Merits and Flaws Several Merits and flaws in the Freak Legion book are highly suitable, such as: Hidden power (pp 22); pathetic aura (pp 22); stigmata of the Wyrm (pp 22). However some are highly unsuitable Merits, such as: Banespeak (pp 22); unpossessed (pp 23); true faith (pp 23); Deformity (pp 23); scary presence (pp 23).

The Dark Virtues Bane Mummies are driven by twisted desires, dark urges and inhuman morals. The Virtues of the Bane Mummies are direct contrasts to those of the reborn. Where the reborn feel Joy, the bane Mummy's feel hatred, Integrity is replaced by Corruption and Memory by Loss. Hatred is the driving passion of the Bane Mummies, the result of a sole merged with a Wyrm spirit, their hatred of life, especially eternal life, is an active force. Bane Mummy's

with a high Hatred rating seethe with rage and spend their time planning spiteful revenge on the Reborn, on the Veil of Isis and on anyone who seeks to resist the natural order of Oblivion.

a high Loss trait are little more than the physical tools of Oblivion with no free will or memory of their first lives. Those with a lower score in the trait retain much of themselves and do oblivions bidding for other reasons.

Balancing their hatred is their corruption, the passive fragility of entropy which pulls them closer and closer to destruction as time drags on. Those with a high rating in corruption are rotten to the core, unable to understand the higher emotions. They take delight in bringing others low, of stripping away hope and decency, their nature is often patient rather than driven by rage they are driven by cold certainty.

If there are any paths of Enlightenment amongst the Bane Mummies they appear to be the dark reflections of the Reborn paths, with the hierarchy of sins reversed. Oblivionographers also posit that there are paths devoted to the various entities in the pantheon of destruction; Apophis, Tezcatlipoca, Beast-of-war, Eater-of-souls, the defiler Wyrm, Adikia, Izfet and to certain aspects of the Bane Mummy nature such as: Dolos (Trickery), Sanistirio (Torment), Apate (Deception), Pseudologoi (lies).

Finally the opposite of Memory is Loss, the loss of the memory, loss of the self, the nirvana of oblivion. Those Dark Immortals with

Chapter 7: Systems and Storytelling

Character Creation The rules of rebirth This system assumes that Character creation generates both a WoD: Mummy Character as per the rules in Mummy 2nd edition and a Wraith Character as per the rules in Wraith: the Oblivion. However Reborn characters who die for the first time should be alowed to create a Wraith: the Oblivion Character following the same guidelines. For the Characters time in his living cycle he uses the Mummy sheet (and rules) and thus has The following traits which are identical on Both sheets: o

Names, Player, Chronicle, Nature, Demeanour, Concept, Year of birth.

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Attributes (Strength, Dexterity, Stamina, Charisma, manipulation, Appearance, Perception, Intelligence, Wits)

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Abilities

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Sekhem (Pathos)

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Hekau Paths (Alchemy, Amulets, Celestial, Necromancy, RenHekau/Nomenclature, Ushabti/Effigy)

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Willpower

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Virtues

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Humanity / Path

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Ba

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Ka

During their time in their Death cycle the Character can use the original sheet or create a new Wraith sheet which adds certain traits and alters others (see below).

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The Mummy character sheet has room for three names.

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Current Name – Also called the use name or alias, this is the name by which the mummy is currently known. Immortals routinely adopt a use-name common in their present time and place, in order to avoid attracting attention to themselves.

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Known Name – This is the name by which the character was known in his first life, and often the name by which he will be known by other Immortals.

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Throne Name – The true name, or Ren, is an integral part of the characters being, the blueprint for his very being. Anything that happens to a true name will affect the bearer of the name; this is the basis of Ren Hekau (nomenclature) magic, and a powerful incentive to keep the entirety of one’s true name a secret. However part of the Ren with titles and deed names, often called the throne name, which is used to address and exalt a character is often recorded in tombs and on sarcophagi.

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A characters year of birth and apparent age should also be recorded at this time.

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Year of Birth – This age usually depends upon the Dynasty and the period during which it was actively creating Immortals, however with Storyteller discretion a player might be able to stretch the facts to allow Immortals created outside of the accepted historical span.

Apparent Age – This is how old the character seems to be – typically the characters age at the time of the first death. Becoming Immortal puts an end to physical aging forever.

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Het Nereru – Masters of Celestial the vision of the reborn

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Het Khnemu – Masters of Ushabti the hands of the reborn

Choose Nature and Demeanour - from any of the standard oWoD books including pages 5556 of WoD: Mummy 2nd edition.

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Het Tehuti – Masters of Nomenclature - the mind of the reborn

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Het Aletheia – servants of Integrity the morals of the reborn

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Het Iakkhos – Servants of Joy - the laughter of the reborn

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Het Mnemosyne – Servants of Memory - the memory of the reborn

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Choose Dynasty- (Record it in the Occupation field of the Character sheet) o

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Cabiri: Immortals of the Classical world - those who stole Immortality Crochan Geni: the European Immortals – Those who were sacrificed

The House chosen at Character generation grants an automatic dot in the associated Hekau or two dots in the associated Virtue. This bonus is only granted once, not each time an Immortal character joins a new Het.

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Ishmaelites: Egyptian Immortals Those who turned away

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Oboli: those who bought Immortality

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Het Khepri +1 point in Alchemy

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Shemsu-Heru: Egyptian Immortals The Friends of Horus

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Het Ptah +1 point in Amulets

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Tzadikim: Middle eastern Immortals -

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Het Ap-uat +1 point in Necromancy

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Xianren: Asian Immortals – The masters of Alchemy

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Het Nereru +1 point in Celestial

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Het Khnemu +1 point in Effigy

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Het Tehuti +1 point in Nomenclature

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Het Aletheia +2 points in Integrity

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Het Iakkhos +2 points in Joy

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Het Mnemosyne +2 points in Memory

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Xibalba: American Immortals – Speakers with the spirit world

Choose House No man is an island, no Immortal either, and while the houses (Het) are not required, few Immortals go very long without gravitating to one or another of the social groups. The Houses are concerned mostly with one of the six magical paths or with one of the Immortal virtues. o

Het Khepri – Masters of Alchemy the heart of the reborn

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Het Ptah – Masters of Amulets - the body of the reborn

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Het Ap-uat – Masters of Necromancy - the Soul of the reborn

2) Traits - from any of the standard oWoD books. o

Choose Attributes - Prioritise your three catagories. Primary 7 points, Secondary 5 points, Tertiary 3 points.

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Choose Abilities - Prioritise your three catagories. Primary 20 points, Secondary 15 points, Tertiary 10 points.

3) Advantages o

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Choose backgrounds - 6 points to spend in Backgrounds - from any of the standard oWoD books. Record virtues = Memory, Integrity, Joy (all start at 1) - seven further dots to distribute

Background Backgrounds are bought separately for each sheet, so the Mummy has 6 points (plus freebies) to spend on – Allies, Arcane, Artefact, Contacts, Fame, Influence, Journal, Mentor, Military force, Resources, Retainers, Status, Tomb. The Wraith has Allies, Artifact, Contacts, Eidolon, Haunt, Mentor, Memoriam, Notoriety, Status, Wealth. Of course, some of these Backgrounds can be a measure of things from both sides of the veil. If the player wishes to have access to the Background in both cycles it must be paid for with points from both pools (either background pools or Freebie points). Even if it is a onepoint background, a minimum of two points must be spent on it, one from each pool. Shared Backgrounds include: - Allies, Arcane, Contacts, Fame/Notoriety, Mentor, and Status. Haunting ones Tomb is possible but requires separate backgrounds, one to measure the power of the tomb as a Haunt and one to measure its worth as a tomb. The passage from one state to another will often make certain Backgrounds worthless as time or circumstances in the story do away with them. A Mummy with her own private army is unlikely to retain that force into death and it is very unlikely it will still exist when she finally returns to life again unless she does so within a very short time. If your player wishes to play some despot whose army was slaughtered with them to become slaves in the after life, let them buy the background again, but do not forget that the troops won’t come back to life again when the Mummy does. Final arbitration on this is down to the Storyteller.

4) Last Touches o

Record Base Willpower = Integrity + Joy

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Record Base Path of Enlightenment rating = Memory + Integrity

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Record Base Sekhem = 3

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Record Ba = result of a single dice roll

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Record Base Ka = 5

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Spend your 30 Freebie points

5) Choose Hekau Spells NB: Membership in a house allows players to buy dots in the associated virtue or Hekau path at a reduced cost with freebie points. A Character does not immediately gain access to Hekau spells merely by having a rating in a particular Hekau path. The path rating merely entitles the character to learn spells up to a certain level; the spells themselves must still be learned. Spells are chosen at the very end of Character creation, after freebie points have all been spent. To determine how many Spells a character begins with the player must multiply the Characters Sekhem score by the sum of the Characters Hekau path ratings. The player may then select spells whose difficulty number adds up to no more than this number. Remember that a character can only learn Spells up to the level he has in the Hekau path. For example: Nekhen has a Sekhem score of 4. With all her Freebie points spent, she has one dot in Alchemy, Two in celestial, One in necromancy and two in Nomenclature – a total of six. This allows her to start the game with spells whose difficulty numbers add up to no more than 24 (6 x 4); these spells may be chosen freely by the player from the list of firstlevel Alchemy spells, first and second-level Celestial spells, first-level Necromancy spells, and first and second-level Nomenclature spells.

6) fill in the finer details such as Occupation (if you wish)

Going Forth At some point the Immortal will die, her Soul will fragment and her Sahu (Wraith) will descend into its second home, the Underworld. In the World of Darkness, death is rarely the end for exceptional individuals often linger on in the form of Wraiths, inhabiting the Dark Umbra. This same realm is the abode of discorporate Immortals while they are in what is euphemistically referred to as the Death Cycle. As far as the Storyteller system is concerned an Immortal in his Death Cycle is a Wraith in almost every way. Apart from a few cosmetic differences such as a brighter countenance and a less dystopian view of the underworld he is a Wraith and everything a Wraith can do, he can do. He can use his Sekhem in the same way that a Wraith can use Pathos, and where a Wraith's passion would feed her pathos, the Immortal receives an increase of Sekhem instead. During their time in their Death cycle the Character uses the Wraith sheet (and rules) and thus has The following traits: Copy these traits directly from the Mummy Character sheet o

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Names, Player, Chronicle, Nature, Demeanour, Concept, Year of birth. Attributes (Strength, Dexterity, Stamina, Charisma, manipulation, Appearance, Perception, Intelligence, Wits)

o

Abilities

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Sekhem (replacing Pathos)

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Appropriate Hekau Spells (A few Hekau spells can be used by the Sahu. Necromancy can not be used in the death cycle.)

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Willpower

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Virtues

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Humanity / Path

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Ba

o

Ka

Then generate these traits as decribed in the Wraith rules (with the following listed alterations). o

Passions

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Fetters - All Immortals start with Spell of Life and Khat as fetetrs for no cost. If they have the backgrounds Journal or Tomb these are copied into fetter from the original sheet. Additional Fetters bought at death according to the Wraith rules (see below).

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Arcanoi. The Wraith of an Immortal learns Arcanoi just like normal Wraith's do, but they can only spend experience on Arcanoi while in their death cycle. All of the Wraith Arcanoi powers available to Wraith's are available to Immortals. That being said the guild Arcanoi are much harder to learn and few Immortals bother with fatalism if they know the Celestial Art.

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Corpus rather than health levels

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Pathos is replaced by Sekhem which functions identically to Pathos while an Immortal is in her Death cycle

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The Shadow Character (Khaibit) and all its peculiarities.

The transformation from vital living human to restless dead (and back again) is marked by a few alterations to the character sheet and the traits, many of them optional or dependent upon the Storytellers whim.

Fetters All Reborn characters have two fetters. One is their Khat (a 1 point fetter) and one is the Spell of Life (a five point fetter). Neither of these Fetters can be resolved or destroyed. In addition, the Background’s Journal and Tomb count as an automatic Fetters of the same

point value as the background itself should the player purchase them. Choose additional fetters (up to 5 points). When an Immortal dies he has the option of buying additional fetters with background points, freebie points or experience points (on

a one for one cost basis). They represent the things left undone from the last incarnation and can help to remind an Immortal why he wants to return to the living lands. One’s Additional fetters are often guided by the characters highest Virtue.

Freebie Points Attribute

Current rating x 5

Experience Points

Existing ability

Current rating x 2

Attribute

Current rating x 4

New ability

3 points for first dot

Existing ability

Current rating x 2

Willpower

1

New ability

3 points for first dot

Sekhem

Current rating x2

Willpower

Current rating

Ba

Not allowed

Sekhem

1 per point

Ka

Current rating x4

Ba

Not allowed

New Hekau

7 points for level 1

Ka

Current rating

New Het Hekau

5 points for level 1

New Hekau

7 for first point

Existing Hekau

Current rating x 7

New Het Hekau

5 points for level 1

Existing Het Hekau

Current rating x 5

Existing Hekau

Current rating x 5

Virtue

Current rating x2

Het Virtue

1/2 current rating (round up)

Background

1

Existing Het Hekau Current rating x 4 New spell

Weather Spells: Certain Celestial magic and a couple of other spells cannot be figured per the normal method. In this case, treat the cost as (Level of the Spell+4).

Spell’s difficulty number

Why so many points? Immortals in this version of the system get a much higher point pool than any other character it seems, but that is intentional. This should seem common sense to anyone who has read the rules for creating Elder vampires of course but the rest of you might be

wondering how to justify this to your troupe. There are three very strong reasons for the higher point pool, most importantly the actual calibre of individuals chosen to be reborn. Those who will become the immortals of the World of Darkness are special individuals, unique and larger-than-life. The Mages and cults who guard the Spell of life choose them, or they find a way to cheat death by dint of their own individual power. There are few mistaken inductions or poor genes among the Immortals, few if any of them are Joe Average. This does not mean that there have been no evil or flawed Immortals, but even the worst choice for eternal life were extraordinary people already. Age is also a large factor for an Immortal. Unless playing a game set during the Immortals first life (and these rules assume not in line with other WoD systems), Mummy deals with people who posses a great deal of experience, often many lifetimes worth. The average Mummy character has lived many times, experienced many cultures and periods of history as a living being and even longer as a Wraith in the afterlife. No matter how devastating the effects of ennui and amnesia, the Immortals mind, souls and body have still had much longer to improve, learn and mature. The third reason has more to do with game balance and player enjoyment than it has to do with basic common sense. The Immortals live in two worlds with almost entirely exclusive cultures and holdings. The Backgrounds, powers, influence and status that serves one in the lands of the living do very little for him on the other side of the shroud. NB: As with any game using the Storyteller system, a character new to the supernatural world should have his points reduced to match his lack of experience. If the players are playing through their characters first life or first death, they will have no powers and a much lower pool of freebie points with which to build the character.

Recent Immortals Some players and storytellers may want to tell the Immortals story from the very beginning, from the earliest experiences. Such newly created Immortals should not get the extra dots for their Het and cannot buy Hekau with freebie points. Upon the first descend into the Death cycle, give the player a number of points equal to her [Ka + Ba at death ÷ 2] with which to buy (on a one for one basis) Arcanoi. If the player has not yet bought any dots in Necromancy, give them a free starting dor in that path.

New World of Darkness Want to play Immortals in the new World of Darkness? Want to use the 5 by 5 template? Sure, just squeeze all the Mummies created with by the Cult of Isis Ritual (the ShemsuHeru, Cabiri, Ishmaelites and Tzadikim) into a single Dynasty, giving you five ‘splats’. Ditch the Het of the three virtues and the Het of Necromancy, and use the remaining five Het as the five societies. This will leave you with the five by five model of the nWoD.The arts of the shadowlands, Necromancy and Arcanoi, in fact the entire Death cycle does not fit in with the nWoD. You will have to ditch the death cycle aspect of the game, perhaps replacing it with a period of slumber in a tomb. Maybe the Ka wanders the world of the shadows while the Immortals body slumbers and leads to some of the threats the Werewolves face and some of the more obscure ghost stories and urban legends.

Additional Rules Options and expansions The Ba The Ba acts as a storage vessel for Sekhem, altering the magical energy in subtle ways so that the Sekhem can use it for resurrecting the Khat and returning the Immortal to life once again. In addition the Ba itself can gather Sekhem through several means which adds to the pool. Thus the Ba trait on the character sheet quantifies the strength of the Characters Ba and the amount of this specific Sekhem it has stored. Ba Sekhem is slightly different to the magical energies an Immortal can use for her Hekau and any Sekhem that is stored within the Ba is altered in this manner. It cannot be altered back and forevermore can only be used to resurrect the Khat and maintain it in the living cycle. Also, Sekhem of this sort can only be earned while the Ba is separated from the Khat, thus only while the Immortal is in his Death cycle. In the Underworld the Ba is an independent and somewhat obscure aspect of the Immortal, often mistaken for a plasmid by the restless dead. It cannot be destroyed (grievous damage will send it back to the Ka for a short time to replenish) and its existence rarely intersects with that of the Sahu. That being said, when the Sahu loses all of its Corpus (health) and is snapped instantly back into its Khat, the Ba is also subject to the same fate as it dissipates and snaps back into the Ka. All Sekhem stored in the Ba is lost and must be gathered again from scratch. As described on page 66 of the World of Darkness: Mummy 2nd edition rule book, the characters initial Ba score is rolled on a single D10 at character creation. A score of 10 might indicate that the character has just awoken after along death and is ready for a new life to begin; a low score on the other hand, may

indicate that the character is nearing the end of this life, and may be preparing for another period of rest. Regaining Ba Sekhem Ba Sekhem (or just Ba) is earned in a fashion similar to experience points, and is awarded by the Storyteller as she awards experience at the end of each Story: o

One point - Wisdom: If the Immortal learns something new or gains some form of enlightenment from his experiences in the underworld, the Storyteller may award the character's Ba a point of Sekhem. This should be a significant self discovery, the sort of realisation that might lead a wraith to resolve a fetter perhaps.

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One point - Success: An Immortal who successfully undertakes some task of note may gain a point of Sekhem for his Ba. This is relative of course. But the task should require significant effort.

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One point - Victory: If the Immortal gains a victory against the forces of Oblivion while in the Underworld the Storyteller may award the character's Ba a point of Sekhem. Such a Victory would be difficult and far-reaching, simply sending a spectre back into the tempest does not count.

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One point - Morality: An Immortal who upholds the tenets of his path or who honours the requirements of his personal morality should gain a point of Sekhem for his Ba. A Shemsu-Heru who upholds Ma'at or a Xibalba who aids his tribe would count as good examples of this point, as would a bane Mummy who disrupts Ma'at.

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One point - Natural Renewal: Even the most lethargic and long forgotten Immortals will still gather Sekhem for their Ba, but at a much slower rate. Immortals in the Underworld naturally develop a point of Sekhem for their Ba every century or so, regardless of how active or inactive they are.

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One point - Ka: The Ka can, if times are desperate, devour the paint and decorations in a tomb to empower the Ba. Those with the Tomb background can gain a limited amount of Sekhem (half the level of the background, rounded up) for the Ba, but only once each death cycle.

o

o

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One point - Memory: The Immortal can sacrifice a point of Memory (virtue) for a point of Ba. Only one point may be gained in this manner each resurrection and the consequences are far reaching. One point - Transference: the Immortal may top up his Ba Sekhem from time to time with his natural Sekhem, transferring the energy he gains from his passions into his Ba, thus bringing one of his greatest passions (resurrection) that much closer. The Immortal must return to his Ka (in the Shadowlands close to his Khat) and make a Willpower roll to do this and even if he fails, the Sekhem is lost from his pool. When he has done so for as many points as he has permanent Willpower he can transfer no more points until he has resurrected again. One point - Retainers: At the moment the Immortal resurrects he gains a point of Ba for each of the retainers Backgrounds if those retainers take steps to aid the resurrection. Many Immortals have followers, lovers or family that take steps to remember and appease them, some even have vast Cults that make sacrifices or build monuments. It is the acts of these people on the other side

of the Shroud that empower the Immortals return. He only gains a single point for this background no matter how many Dots he has in it. However separate backgrounds (say for separate Cults) will each grant a single point of Ba Sekhem.

The Ka The Ka cannot travel the underworld, it is bound quite closely to the Khat and can travel no more than 500 meters from it. It does however have access to unique Spells (see World of Darkness: Mummy 2nd edition pp 113 -114) not available to the rest of the Immortals soul, although it has less Sekhem to fuel them with. The Ka score on the character sheet denotes the energy that the Ka is able to spend on Hekau to effect the physical world. Sekhem Replenishment: o

One point - Transferral: The Sahu of the Immortal can discern when the Ka is without energy and she can siphon off some of her own Sekhem to replenish the ailing Ka so long as she is within close proximity of the Ka. One point of Sekhem can become one point of Ka Sekhem.

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One point - Natural renewal: as described in a World of Darkness: Mummy second edition on page 115

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One point - Sacrifice: as described in a World of Darkness: Mummy second edition on page 115

o

One point - Magic: as described in a World of Darkness: Mummy second edition on page 115

Basic Abilities The ka is unobstructed by walls or other barriers within the 500 meter radius of its range, but if it needs to interact with the rest of the Underworld it must utilise the Ba spirit. If the body is in more than one piece, the Ka must remain 500 meters from the Ab, the physical heart (or its remains). Some magical barriers or effects might change this, but they

are rare. The Ka cannot effect or interact with the physical realm without the expenditure of its own Sekhem (Ka points), otherwise it has the same attributes as the physical Immortal and can utilize any mental ability.

decorations in a tomb to empower the Ba. Those with the Tomb background can gain a limited amount of Sekhem (half the level of the background, rounded up) for the Ba, but only once each death cycle.

The Ka has its own unique Hekau (see below) and can also use some of the spells available to the Immortal (see Hekau). It resides in the Shadowlands and can only be seen by those who can see that realm, unless it materializes, in which case it is not only visible but susceptible to harm in the physical realm.

Corporealizing (1 point) - as described in a World of Darkness: Mummy second edition on page 114

Ka Hekau The ka is capable of certain feats, however each one has a cost in Sekhem. Each Spell typically lasts a scene but that duration can be increased with the further expenditure of the Ka's Sekhem. Animate Khat (1 point) - the Ka can cause the Immortals dead body to rise up in true Hollywood fashion and shamble around (the ka must continue to obey the 500 meter rule). While this is done only as a last measure (often as a scare tactic) the Khat can be expected to perform any acts that its current physical state would allow. It has the same stats as it had when inhabited by a soul, all be it with -2 to all rolls. It has the same health levels it had when the Immortals Sahu was ejected, and as it looses these its tends to loose limbs. Being reduced to zero is the same as smashing / slicing / blowing the body to bits. Most forms of mummification and bandaging will add three faux health levels in terms of keeping the bits together. A khat with no fingers cannot open doors, a Khat whose legs are not connected to the torso can only pull itself along by its arms (if it has any), a khat with no eyes cannot see where it is going and the Ka canot see while animating it. (see rejuvenation for the Ka's ability to heal the Khat).

Ba messenger (1 point) - as travel but it is the ba that travels and not the ka. An Imortal's ka can send the ba into the Dark Umbra to do its bidding and while the two are thus acting in conjunction they are considered a single entity. The ka's greater awareness control's the Ba, leaving itself as mindless and instinctual as the Ba should anyone approach the Khat. Rejuvenation (no cost) - as described in a World of Darkness: Mummy second edition on page 114 Resurrection (no cost) - Although it is the Ba that provides the Sekhem for rejuvenation, it is the ka which actually does the deed. The ka transfers Sekhem from the Ba (which must be within 500 meters of the khat) into the khat to repair any damage at a rate of one Sekhem per level of damage. When this sis done, the true resurrection can take place. It can only transfer Sekhem at the rate of one point per round.

Optional Rules Choose Occupation (do not record it on the character sheet)

Manifestation (1 point) - as described in a World of Darkness: Mummy second edition on page 113 - 114

During the first life, a character followed some kind of occupation which defined him within his society. For many cultures such as the Egyptians, occupation and caste went along way towards deciding why an individual was chosen and given the great rite of eternal life. Obviously, an Immortal has had plenty of opportunities to pick up additional skills and knowledge since then, but the original occupation determines much about the Traits with which the character embarks upon an Immortal existence.

Consume paint (no cost) - The Ka can, if times are desperate, devour the paint and

World of Darkness: Mummy 2nd edition lists a selection of Occupations from page 50 to page

55, each of which includes a suggested primary Attribute class – Physical, Social, Mental – and a selection of Abilities reflecting the kind of life represented. Players are not compelled to choose this as a primary attribute class for their characters or to restrict themselves to the list of abilities given, but

should have a good reason for not doing so. The list is also far from exhaustive and players seeking to invent new Occupations should follow the same logic to choose the Suggestions for Primary attribute class and Abilities.

MERITS

FLAWS

Paths of Enlightenment The shields against Oblivion A large and complicated list of Paths might seem grandiose to some, but to not provide them seems disrespectful to me. Immortal society is made of eight globe spanning dynasties each of them with thousands of years of spiritual and moral development. The only way not to lump these vast cultures and histories into a handful of homogenous stereotypes is to provide an extensive concept for the paths. "Everyone dies. It is the final and only everlasting justice. Evil exists; it is intelligence in the service of entropy. When the side of a mountain slides to kill a village, this is not evil, for evil requires intent. Should a sentient being cause that landslide, there is evil; and requires justice as a consequence, so that civilization can exist. There is no greater good than justice; and only if law serves justice is it a good law. It is said correctly that law exists not for the just but for the unjust, for the just carry the law in their hearts, and do not need to call it from afar. I bow to no one and give service only for cause." - Boba Fett – The last one standing; the tale of Boba Fett by Daniel Keys Moran (Tales of the Bounty Hunters anthology) There is, at the heart of reality, a war between the expanding, fecundity of life and the nothingness at the heart of creation. The concept known as Oblivion erodes everything, not only matter and gases, liquids and plasma, but also souls and morals, memories, virtue, joy and desire. This conflict rages always because if it did not then all of the wonders of existence would cease to be. The Undying play a larger part in this cosmic battle than any other individual born of woman. To be Immortal is to be flung onto the wider field of battle and to endure the slow hunger of entropy. Basic ands instinctual morality cannot survive the endless passage of the eons, not

with Oblivion itself to hasten the natural erosion of ennui and world-weariness. To weather this harsh erosion the Undying forge strict paths of dogma to cling to so that the seductive whispers of Oblivion can be ignored – these are the paths of enlightenment. All supernatural’s share an awakened Id, a darker reflection of their natures which can both inspire and corrupt them. Vampires and Garou have a raging Beast, Mages have a tempting Avatar, Keui-jin have the demonic P’o, Wraiths have a self destructive Shadow and the Mummies have the Apshai! The truth is Humans are fortunate in that they are rarely aware that they carry such an Imp of the perverse within them, tempting them to darker acts. The Beast almost never awakens in the mundane. Those few mortal humans who do hear their inner darkness almost always give in to it and become serial killers or worse, because Humans are simply ill equipped to deal with the Beast. The path of Enlightenment is a measure of how much of one’s higher nature remains through the succession of lives and rebirths. The path rating is often seen as the balance between an Immortal’s integrity and the dark part of his soul; as his path rating diminishes, the influence of his Apshai grows. To lose one’s Enlightenment is to become a caricature of a mummy: a shambling killing machine driven by barely rational motives, unable or unwilling even to free itself of its wrappings when it is reborn. The default path of Morality in the Storyteller system is Humanity and all Immortals are assumed to have begun their eternal life by following this path. In fact many Immortals continue to follow the path of Humanity through eternity, however many more will not. Immortals will often come to realise that they can no longer stave off the corruption of Oblivion from without and the Ennui from within, by pretending to be what he once was

and he adopts a new philosophy. Some Dynasties such as the Shemsu-Heru encourage its members to follow certain moral philosophies, while some Het teach their own paths. Humanity is what separates the Human from the Monster, whether you’re talking about mummies, Vampires or even mortals – mortals with low Humanity scores would include alienated killers and unfeeling autocrats. It is quite possible for a “monster” such as a vampire or a mummy to be more human than many mortals. A character's base Path score is the sum of the Memory and Integrity scores. The Path rating cannot be increased with Freebie points, except by raising the Characters rating in one or both of these Virtues. A character whose path rating drops to zero becomes a true monster, and is removed from the players control – there are no exceptions to this rule. In play, the characters Path rating dictates the maximum number of dice that can be rolled in any social situation involving mortals – except situations involving intimidation. Likewise, a character may never roll more dice against a Virtue score than the current Path rating score. The further you sink, the faster you sink. The characters rating in his Humanity (or other path) is a rough guide to his ability to Empathise with others and to follow the urges of his higher self over his base urges. Therefore at the most basic level all paths are comparable as to how Humane an Immortal remains at each level even if the methods he uses to retain that level alters depending on the philosophies and expectations of the path. The lower the path rating, the more influence the Apshai has and the more disconnected the character becomes from creation. The stronger the Apshai, the more likely it will effect the character. Its whispers and temptations are more likely to succeed and thus the Immortal is more likely to fall to Oblivion 0 Monstrous 1 Horrific 2 Bestial

3 Cold 4 Unfeeling 5 Distant 6 Removed 7 Normal 8 Feeling 9 Compassionate 10 Saintly

Paths are not a strict description of a philosophy as they are in the Vampire game, rather they are generalisations of belief systems.It is a quick and dirty guide to the characters moral compass and success in the struggle against Oblivion. The truth is that many of the Paths serve as much to separate immortals as the het serve to unite them, faith and philosophy have always been the blue touch paper of conflict. Several paths are the extension of a cult or religion among certain Immortals and those who follow them would no more accept doubt or dissension than any other fervent believer. Given the vast expanse of time and the varied cultures involved it would be impossible to fully detail every Path of enlightenment a character might ascribe to in his eternal existence. However most paths can be considered to fit into one of seven broad categories, or 'core paths', each of them can (and should) be considered to be a broad title encompassing various ways to battle Oblivion and to seek the meaning in the Undying existence. Examples of the more specific paths within each of these umbrella philosophies are included but should not be considered to be the only paths. The Categories are: the Paths of Virtue, the paths of Order, the paths of the mind and the paths of Destiny as well as the three schools of the middle kingdom. Each core path is given a hierarchy of sins and a list of tenets. After the general overall description there is a handful (literally) of examples taken usually from the most common versions practiced or from a path that shines an interesting light on the basic formula. Creating new paths

It should be quite simple to create a Path that fits any character idea, putting what she would and wouldn't do into a few bullet points, deciding her barometer of right and wrong, and her version of the ideal reward / outcome of her eternal life. Either by editing an existing path or by inventing one from scratch, thereby expanding upon the personal journey's of the reborn. Some players may wish to look at the vampiric paths of Enlightenment and adapt them for use with Immortals. A few paths such as the Path of Paradox (Vampire: the Masquerade revised page 293), the Path of Honorable accord (Guide to the Sabbat page 139) and even the path of Power and the Inner voice (Guide to the Sabbat page 144) are suited to this conversion if the Storyteller is willing. The specifics of the path an Immortal follows should be discussed with the Storyteller and other players, perhaps even put into words to describe the basic tenets of that path. There is no need to create an entirely new hierarchy of sins for this variation of the path as the one for the core path will do just fine. This is more of a role-playing element and a way to record the Immortals inner journey away from or towards oblivion.

The Paths of Virtue "The very purpose of existence is to reconcile the glowing opinion we have of ourselves with the appalling things that other people think about us." - Quentin Crisp The paths of Virtue are the core paths of the Immortals, without a doubt the most commonly followed paths amidst the Dynasties. For every Immortal who walks a path of Destiny, the

Spirit, Order or of Death, there are five more that walk a path of Virtue. Even those who do not walk these paths are aware of their basic teachings because they are in many ways the consensual tenets of all Immortals, in fact of most sentient beings. The concept of right and wrong has changed through the eons, while slavery is now frowned upon it was perfectly acceptable to those who wrote the bible, who built the Hagia Sophia. However theft and murder have always been considered evil when committed against the people considered worthy by the individual. History and reborn memory seem to suggest that the Paths of Virtue are the legacy of Isis and her priesthood. Since Isis first took Horus in her arms as a child she taught him the three Virtues of Joy, integrity and respect for the past. As a Queen she also imparted the requirement of sacrifice in him and the more nebulous ideas of right from wrong that evolved into the idea of Humanity. Her Cult took these virtues to heart and they have always attempted to use them as the pillars of their society and their craft. The Virtue measured by the paths in this category often measure how much one acts in accordance with the current societies idea of morality, how in touch he is with the status quo of civilization and its laws. But many other paths are grounded in Virtues of the Immortals homelands or the era in which he lived his mortal life. The Virtues he follows are sacrosanct and inviolable no matter how much the world changes. It is a great challenge for an immortal being to hang onto his humanity and not let it ebb away, despite living for centuries and experiencing things - both in life and in death that far transcend mortal experience or understanding. Even more so as the idea of Humanity and what it means to be Humane changes with mortal fashion.

Hierarchy of Sins for the Paths of Virtue 1

Utter perversion or heinous act. Sadism. Offences against Individuals, including murder, rape, torture and similar crimes.

2

Casual violation of accepted morality (thoughtless killing). Not preventing another from commiting sadistic or heinous acts or anything from the above list.

3

Planned violation of accepted morality (outright murder)

4

Impassioned violation of the path's morality (Manslaughter), lack of empathy for the lives of others. A lack of regret for crimes against the path.

5

Intentional damage to, or violations of the paths morality unless brought about through reduced capacity (theft to survive or harming others while strung out and desperate for a fix)

6

A lack of remorse after an accidental violation of the path's Morality, no attempts to put right damage to the paths morals.

7

Corrupting others or acting in a way that might lead them away from the paths morals. Breaking the laws of the society from which the path arose. For example; Theft, bribery, failing to stop after an accident.

8

Deliberate attempts to buck the paths morality. Such things as Injury to another, careless use of firearms or leaving weapons lying around.

9

Minor acts outside of the path's strictest ideals, even accidental ones.

10

Anything less than the most Virtuous acts, the slightest slip from the path's idea of sainthood.

The Path of Humanity The path of Humanity is much the same as its namesake from the Vampire: the masquerade rules and should be instantly recognisable to players of that game (or to players of the original Mummy game). It teaches the Immortal to emulate and recall what he once was, a mortal human with basic morals and virtues. In some ways it allows him to temporarily forget what he has seen, to block out the times when black and white have become a little grey. But its main theme is based upon the commonly accepted ideas of right and wrong.

true measure of how Human one is, only of how Human one appears to Humans of the time. The slow advance of years serve to separate the Reborn from the instinctual aspect of Humanity and force him to replace it with the memory of what it means to be Human. It is a great challenge for an immortal being to hang onto his humanity and not let it become an anachronism at best or ebb away at worse, despite living for centuries and experiencing things – both in life and in death – that far transcend mortal experience or understanding. Even more so as the idea of Humanity and what it means to be Humane changes with mortal fashion.

Humanity is a measure of how much one acts in accordance with the current societies idea of Humanity, how in touch he is with the status quo of morality and laws of the age. It is not a

One thing members on the path of humanity have discovered is that many Younger Vampires of the Camarilla hold to the same views and struggle with the same deceit.

Careful alliances and relationships have been formed around the shared experiences of Immortals and other long lived creatures who find such common round.

The Path of Integrity The path of Integrity is strict and unforgiving, but also respected by the undying. Having adopted teachings from Bushido and chivalry among many other human philosophies, it helps its followers stay on the straight and narrow. Practitioners faced with a moral dilemma often ask "what would [insert guiding light here] do?" They look to men and women of valour to guide them by example and cling faithfully to the tenets of reliability, truthfulness and honour.

The Path of Memory The Path of Memory teaches the Immortal to respect the past, to acknowledge the sheer time spent on him and the battle for existence. It teaches that wisdom and knowledge must be preserved for its own sake and that by knowing where one has come from, one can move forward. Those on the path spend a great deal of time examining their own actions in the past, taking great steps to recover lost memories, in order to measure the present against them and the lessons learned.

The Path of Joy The path of Joy appears on the surface to be a frivolous morality, self-indulgent and selfcentred. To outsiders, those on this path seem to be hedonists flittering away the gift of eternity on hippy ideals or the distractions of the Bacchanals. It is against these very misconceptions that the followers of Joy are set to battle - reminding other Immortals that it is impossible to maintain the battle for creation unless one stops to appreciate it from time to time. They buoy up the reborn against the emotional and spiritual decay of the enemy, because joy is the first thing that time in the Underworld depletes. It is the most vulnerable emotion to oblivion, how quickly it is sapped being the best barometer of an individual's battle against the enemy.

The Path of Sacrifice The path of Sacrifice teaches acceptance of the undying lot and helps them to take comfort in the heavy cost they pay for the sake of creation. It is the path of servitude, where the reborn willingly act as the conduit between their people and the ancestors. Where soldiers come to accept the need for their suffering, where priests are given an insight into the God's needs and where the barren womb of the Immortal maid becomes a little less terrible to bear. Those on this path rarely complain and are often able to give cold comfort to their despondent allies.

Paths of Order "Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine The paths of Order are concerned with the laws of creation, with law and justice and with unchanging philosophies. While the paths of Virtue often have the capacity to change with the passage of time or to encompass the individual's beliefs, the paths of Order are set in stone for everyone who follows them. Their tenets are taught to followers by a superior figure and the practitioner is expected to keep to those tenets for as long as he on the path. Some path's hold to the beliefs of the founding Dynasties, or to the Immortals purpose as the warriors against Oblivion. The wat Hor or way of Horus is the central doctrine of the devoted inner circle of the Shemsu-Heru, while the path of Ma'at is based upon the overriding faith of ancient Khem. It cannot be denied that much of an Immortals existence is spent within the Underworld or the Dark Umbra. The Death cycle for many outlasts their times in the living world by some considerable degree. That many take their moral and philosophical guidance from Anubis and Osiris, or the ever present enigmas of their own shadow realm, is no surprise. These paths are focused on living in conjunction with Ma'at, or another divine sense

or order. Those with a high rating in these paths knows they will have little to fear when it came time to Final Judgment by the Gods or some other form of Underworld authority. In Egyptian cosmology the dead must confront a total of 42 separate gods and perform what is known as The Negative Confessions, swearing that he has broken none of core Commandments of his culture. These negative confessions have had a major effect on the moral structure of many other cultures, all of the 10 Christian Commandments are taken from here. The negative confessions that the dead must make to the Gods are impossibly strict and few men, if any, ever managed to truthfully make claim to all of them. Looking at the list the only way to pass the test of the Gods and go on to have ones heart measured against the feather of ma'at was to confess that they have not done iniquity, have not robbed with violence, have not stolen, done no murder, done no harm, have not I have not stolen, have not multiplied words exceedingly, spoken lies, set their lips in motion against any man, snatched away food, caused pain or the shedding of tears, caused terror, committed fornication, dealt deceitfully, transgressed or acted guilefully, defiled the wife of any man, polluted himself or fouled the water. They must continue on to claim that they have not defrauded offerings, filched the food of the infant, sinned against the god of their native town, cursed God or the king, laid waste the ploughed land or been an eavesdropper. Furthermore they must not have been angry or wrathful except for a just cause, burned with rage, judged hastily, spoken scornfully, worked grief, acted with insolence or stirred up strife. Lastly they must not have stopped their ears against the words of Right and Truth, diminished oblations or plundered the god, nor defrauded the offerings of the gods, nor plundered the offerings to the blessed dead or slaughtered with evil intent the cattle of the god.

The path of Ma'at Ma'at (Maat), also spelled Mayet is the personification of truth, justice, and the cosmic

order and embraced notions of reciprocity and moderation. The concept of Ma'at was fundamental to Egyptian thought. Ma'at was crucial in human life and was manifest in the form of the Goddess Maat, whose domain includes not only the order of the nature, but also the social and ethical orders. The path of Ma'at is identical to the path of Balance recorded in the Mummy: the resurrection book. However Ma'at is not the only God of righteous behaviour and the path is known by many names such as Dikaiosyne among the Cabiri and Asha by the Renowm faction of the Tzadikim. One very famous and ancient variation of the Path of Ma'at is the path of the Wat Hor which governs much of the Shemsu-Heru approach to eternity. The Companions of Horus believe that not only must man live according to Ma'at but also the gods and their servants must live by her truth and order too. Just as the king's role was to set Ma'at in place of Izfet ("disorder") so must his companions in line with the tenets of the Wat Hor or way of Horus. To the Shemsu-Heru the Wat Hor is the ultimate goal, the only correct way to live and all those who oppose Ma'at must be destroyed. Although the central tenets should be recognizable to all civilized peoples as the basis of correct behaviour, the path of the Wat Hor is predicated upon a much stricter interpretation of right and wrong.

The path of Balance The final approach to order is the path which seeks to emulate the natural order. At times savage and seemingly cold, the followers of this path look to the way things are arranged in the natural kingdom and uses the observation of flora and fauna to judge right from wrong. Much of the Path's basic tenets were developed alongside the Blood mages, shape shifters and nature spirits and those on the path often use language recognisable from the Werewolf: the Apocalypse setting. The ethics of the path teach that the strong survive, but that one's community or pack can preserve the weak if they have some other merit. That the Universe is out of balance and thus the

Hierarchy of Sins for the Paths of Order

1

Offences against Individuals, including murder, rape, torture and similar crimes. Any deliberate act that leads to death or permanent harm of a living person who lives in harmony with the cosmic order. The lives of all persons living in accord with society and order must be honoured and respected.

2

Any of the above intentional offences against any living creature living in accord with the cosmic order. Allowing any of the above offences to take place without trying to prevent it.

3

Causing harm to any person out of hatred, jealousy, fear or the like (although self defence is acceptable). Destroying particularly valuable or inspirational objects such as ancient ruins or religious icons. Causing harm to yourself, including destructive patterns of behaviour, addictions and so forth.

4

Doing intentional harm to personal or public property without just cause. Impassioned harm against any living creature. Inflicting emotional on another person intentionally. Working in conjunction witht he enemies of the Cosmic Order.

5

Doing harm to another person through ignorance, negligence or thoughtlessness. To turn your ears away from those in need or those speaking on behalf of the cosmic order.

6

Theft, deception or betrayal against any person. Telling lies or defrauding another, taking actions against the community or its representatives.

7

Doing harm (physical, emotional or spiritual) to any person, for any reason other than selfdefence or the upholding of the cosmic order.

8

Doing harm to any edifice or aspect of the duly appointed representative of cosmic order (such as the state, pharaoh, Horus or your general superior), for any reason other than self-defence or the upholding of that order. Breaking of any law or commandment of the same.

9

Allowing any of the previous offences to take place in your presence without making an effort to prevent it. Allowing oneself to become angry or impatient with another for anything less than the most extreme of causes.

10

Doing anything less than your absolute best to uphold and embody the cosmic order at all times. Putting your own comfort or desires above that of the duly appointed representatives of the common good.

The path of Cosmos It is little wonder that the Cabiri follow a path of Order with a slight flavour of their own, a path they refer to as the path of Cosmos. This word meaning order and beauty, in its most general sense, a cosmos is an orderly or harmonious system. It originates from a Greek term meaning "order, orderly arrangement, ornaments," and is the antithetical concept of chaos. In theology, the term can be used to

denote the created universe, not including the creator, and thus the Cabiri often see it is a way in which lesser beings such as themselves can support and shape creation for the better. The path carries a strong belief that the Cosmos is something that is self-regulating and unless upset (by the servants of Oblivion for example) will continue on as intended.

The path of Chaos This path is not concerned with chaos as an illiterates word for evil and it should never be confused with the Bane Mummy's path of Izfet, it is a path devoted to what modern man calls Chaotic systems. It is a quest for enlightenment based on the belief that the true order of the universe is too immense for mere mortals to grasp and that all existence is a chaotic system which appear random but are not and which are truthfully deterministic (predictable if you have enough information). Most followers of the path tend to towards the secular view, either believing that there are no Gods, or that what Gods there are entirely non interventionist in mankind's daily existence. It is a path that satisfies those Immortals with a scientific bent, those who find it difficult to believe that their Gods would allow Oblivion and evil to prosper and those who think it arrogant for anyone to claim they understand the mind of God.

The path of Arta or Rta First popularised by the Xianren, the path of Rta is concerned with natural, religious and moral order. While the path of Ma'at concerns itself with a cosmic order which exists despite external influence, and the path of Cosmos teaches that order is influenced by humanity and the consensual will, the path of Arta is a philosophy that believes cosmic order is very much the work of the Gods themselves. That the most the Immortals can do is to help Order along. It eschews the taking of drastic or dynamic actions in preference to observing and working within the natural order. Rta was the philosophy behind the concept of dharma, growing from the physical to the divine, from the natural to the moral. Rta, as a moral code, was seen as the equitable law of the Universe. The path is identical is the path of Arta or aša, referring to the concept of a divine order, or divinely ordered creation, preferred by the Tzdikim. devourer who should be left to its own devices must be conquered and brought back to its natural purpose.

Paths of the Mind "He who has learned to die has unlearned slavery; he is above any external power, or, at any rate, he is beyond it" - Seneca, Letters 26.10 The morality of these Paths is one of intellectual philosophy rather than of society or of faith and its ethics are usually arrived at through self examination and debate. They appeal to sceptics and scientists, but also to those who refuse to be dictated to by others. The Immortal is less concerned with the preservation of his humanity and more with the upkeep of his personality and his intellect in the face of Oblivion. If, then, we are to believe that the concept of Ma'at or cosmic order rests in one pan of the scales, Izfet or unnatural disorder must surely reside in the other. The further one is from Ma'at, the closer one is to Disorder. The paths of the mind often seek a form of internal morality without blind dedication or faith in any external measure. It teaches that order is maintained on an individual basis, that by following the right path oneself and by helping and inspiring others to do the same, disorder is defeated and robbed of its servants. Historically these paths grew to popularity over the last millennium, although versions with a similar ethic have existed for much longer. As old faiths and old gods were swallowed by the inevitable passage of Oblivion and the mythic age ended, so the Immortals who remained began looking to other guides to show them a path to eternal peace. Practitioners of these paths are often found in libraries or laboratories putting their path to the test in practical ways. They improve on the stepping stones to enlightenment through trial and error and these paths have changed and evolved more than any others.

Hierarchy of Sins for the Paths of the Mind

1

Offences against those Individuals you should protect or cherish, including murder, rape, torture and similar crimes. Any deliberate act that leads to death or permanent harm of a living person who lives in harmony with your personal ethics.

2

Any of the above intentional offences against any living creature living in accord with your personal ethicsr. Allowing any of the above offences to take place without trying to prevent it. Failure to impose your wisdom and ethics upon lesser men and women.

3

Causing harm to any person out of hatred, jealousy, fear or the like (although self defence is acceptable). Destroying particularly valuable or inspirational objects such as ancient texts or places of solitude. Causing mental harm to yourself, including destructive patterns of behaviour, addictions and so forth.

4

Doing intentional harm to personal or public property without just cause. Impassioned harm against any living creature not considered worthy by your personal ethics. Inflicting emotional on another person intentionally. Working in conjunction with your enemies or those who actively oppose your ethics.

5

Turning away from the opportunity for insight ot self discovery. Preventing others from gaining the same. Turning your ears away from those in need or those seeking your wisdom or opinion. Allowing a lesser person's commands or opinions to countermand your own moral compass.

6

Deception, betrayal, telling lies to or defrauding a seeker after wisdom, taking actions which hampers the community or an individual from seeking enlightenment and insight. Failure to record your insights that might show the way for others.

7

Doing harm (physical, emotional or spiritual) to any person, for any reason other than self-defence or the pursuit of knowledge. Failure to test your theories and ethics whn the oportunity arises.

8

Doing harm to any signpoast or text on the path to self discovery, destruction of the trust or property of those who guard or distribute wisdom to others. Breaking of any law or commandment of the same.

9

Allowing any of the previous offences to take place in your presence without making an effort to prevent it. Doubting oneself due to the trickery or impatience of others.

10

Doing anything less than your absolute best to uphold and embody what you believe to be right. Turning from your own beliefs and moral compass for any reason, even death.

The path of Death The path of Death was once known as the path of Seker, taking its name from the Egyptian god of light and protector of souls passing to the underworld. It was first espoused by a cult of Immortals dedicated to a calling similar to the Ferrymen of the Dark Umbra. In the modern age there are many who

follow the moral teachings without dedicating themselves to the strict lifestyle of the founders. These individuals rarely leave their death cycles and maintain a small cadre of elite wanderers, seeking to maintain the light of Isis teachings in the dark Umbra, to protect the dead who served her in life and to punish the enemies of the reborn in the afterlife. An important aspect of their morality is to battle

the denizens of the far shores and to help the dead resolve their fetters, especially when those fetters are the physical remains of the khat The ethics of this path teach that all Immortals are tied to the Underworld, and that understanding its subtleties leads to a better understanding of themselves. They study death and all its varied faces from both sides of the shroud. They focus on the plight of the dead who suffer as greatly in the Duat as the living do in their realm. They commonly see the underworld as their natural home in a reversal of the standard Immortal approach and spend more time in their death Cycle than their peers. The tenets of the path reflect their core ideals and are concerned with the acceptance of death and what it brings, even for Immortals. It demands that the Immortal not ignore or trivialise each death, nor are they encouraged to rush the process of returning back to life at the expense of experiencing death. At the very least they expect the death cycle to be a time of repentance spent aiding and protecting others, reflecting on one's actions during their previous incarnation and of letting go of the things from that incarnation that they can no longer carry with them. To mourn the mortals they have lost so that they may love those they meet during the next incarnation, to forget the fashions of the age and the failed goals of the past.

The Path of Tawret Similar in some ways to the path of Death, this path concerns itself with the nature of the cycle. Dedicated in the name of the Goddess Tawret (Taueret, Taurt, - Greek Thoueris, Thoeris, Toeris) "The Great One" who was the protectress of rebirth into the afterlife and the provider of vengeance, in the underworld, she carried the deceased toward a new destiny. The cult and its path teach the inevitability of the reborn nature. That death follows life and that, for them, life follows death. Patience brings the chance to avenge slights, to restore the khat and to one day defeat Apophis.

Path of Freedom Although it is doubtful whether the tenets of this path were originally put forth by Ishmael himself, the dynasty that bears his name have added to and explored its methodology over the eons. Its ethics are concerned with freedom and self reliance - of making judgements free from the mores of religion, tradition or authority. Many of them refer to it as the path of Ishmael, or even as 'walking in Ishmaels footsteps'. A clear offshoot of the path of Freedom is the path of the Hermit which promises recovery and comfort at times of stress. Because of that aspect few Immortals take up its tenets for eternity. It teaches the reborn to cut themselves off, sometimes from everyone and sometimes just from certain influences such as other reborn or from supernatural entities as a whole. When separated from these personalities the path teaches its followers how to weigh up situations alone and without relying on others. It teaches that we all have the scales with which to judge our actions.

The path of the way (or of Fanaa, Nirvana, Tao, Moksha) Fanaa is a Sufi term for extinction, it means to annihilate the self, while remaining physically alive - a state equivalent to the concept of Nirvana in Buddhism or Moksha in Hinduism. The path teaches the Immortal methods which lead to the annihilation of the self. It liberates them from all contingency outside of their spiritual quest; his ultimate aim is the Truth. Persons having entered this state are said to have no existence outside of, and be in complete unity with the divine. In this case that Divine is the will of Isis or of Horus or whichever paragon of the battle against Oblivion suits the individual.

The path of Sophia The Path of Sophia grew from the ordered and intellectual schools of Philosophy in the classical world and provides a frame work for battling the pitfalls of eternity which embrace all of the schools. From the Academics come

the Ethics concerned with the betterment of the self, the pursuit of wisdom and perfection along with the betterment of humanity, the study of the mysteries and the fulfilment of Isis plan. Added to this are the Stoic's belief in the upkeep of virtue and not to let chaos govern your eudaimonia. From the Peripatetic school comes the proclamation that life should be lived as reason dictates and directs, reason here being the gods / sciences / nature depending on the individuals beliefs. From the Epicureans come the reminder to enjoy one's existence through wisdom, good health, reasonable wealth, fine friendships, pleasant surroundings and enjoyable experiences.

Who or what sets ones destiny in place differs depending on the belief system of the Immortal and followers of this path can abandon their faith in one God or philosophy in favour of another without abandoning the path itself. It is for this reason that the followers of these paths rarely feel the need to search out another approach to dealing with the inner darkness, the changing morality of society and the passage of years are less able to erode the core tenets of these paths.

Paths of Destiny

Like so many of the path's of Destiny this path encourages the follow to embrace his role and to excel at it. To accept what gifts he has and to pay little mind to the skills he lacks. Sekhmet, Ra's blood thirsty Warrior was so determined to master her role that it almost consumed her, but that dedication stands as a glowing example to those who follow the path of the warrior. For some its apex is reached by becoming a berserker in battle, devoid of doubt or morality while the battle rages. For others it is about bravery, of never showing fear or questioning one's companions. There are those who seek to master every form of combat and those who seek to teach the honour and skills of the warrior to others that decency will thrive and Oblivion fail.

""For certain is death for the born And certain is birth for the dead; Therefore over this Thou shouldst not grieve." - Bhagavad Gita The paths of destiny (alternatively known as the paths of caste and of dharma) describe those paths in which an Immortal draws strength to battle Oblivion from his perceived roll is society or from some integral aspect of their being. As a path to true enlightenment it is a much more inwardly focussed set of paths than the paths of Order or the Paths of Virtue, with its morals drawn from more specific goals. Their Ethics teach that the reborn must work together and put each resource to the best use possible. Therefore each and every Immortal has a role to play and they should accept that role and excel at it. The so called Dharmic paths are concerned mostly with the Destiny or caste status of the Immortal, and how the defined label can be appreciated as a path to enlightenment while providing a bulwark against Oblivion. Its basic message is to "know thyself" and to know ones place in the universe. Sometimes it works because it allows an Immortal to cling to the one thing they believe about themselves as everything else changes around them.

The path of Sekhmet

Path of Shai This path embraces the power of destiny itself and trusts to it in a zen like fashion. Its followers seek to be guided by fate itself and to 'go with the flow' to couch its philosophy in modern parlance. Its tenets teach that fate works whether you resist it or not and that it works in subtle ways. Its ethics encourage followers to follow up on accidental opportunities and to trust in the direction fate chooses for you. If Isis chose who should be given the gift of Immortality, she must have known that at some point in the future they would be the one in the right place at the right time.

Hierarchy of Sins for the Paths of Destiny

1

Offences against Individuals, including murder, rape, torture and similar crimes. Any deliberate act that leads to death or permanent harm of a living person whose destiny remained unfullfilled.

2

Any of the above intentional offences against any living creature living in accord with the cosmic order. Allowing any of the above offences to take place without trying to prevent it. Abandoning ones destiny and ones role completely.

3

Causing harm to any others for your own sake rather than because it is your role to do so (although self defence is acceptable). Denying others insight or information concerning thier destiny. Patterns of Behaviour which will impede yours or someone elses destiny from being achieved.

4

Dereliction of your duty or your post through fear, lust, or any unworthy emotion. Allowing harm to come to others you were expected to protect. Impassioned harm against any living creature with a Destiny. Knowingly thwarting the will of fate.

5

Doing harm or allowing it to come to others through ignorance, negligence or thoughtlessness. To turn your ears away from those in pursuit of thier destiny.

6

Misdirecting or countermanding the fate of any person. Telling lies or defrauding another, taking actions against the community or its representatives.

7

Dereliction of duty or of one's post for any reason other than self-defence or the protection of others.

8

Denial of ones destiny due to an exagerated sense of self worth, or from a lack of faith in your companions and leaders (such as the state, pharaoh, Horus or your general superior).

9

Allowing any of the previous offences to take place in your presence without making an effort to prevent it. Allowing oneself to become distracted from ones role or failing in that task.

10

Doing anything less than your absolute best to fulfil your destiny and the destiny of others. uphold and embody the cosmic order at all times. Putting your own comfort or desires above that of the duly appointed representatives of the common good.

The Path of the Guardian In the shadow of the warriors path is the more aesthetic path of the guardian or the path of the soldier (once the path of Sutekh), dedicated to protecting the weak and to preserving those beloved of the Immortals. Guardians believe that the gift of rebirth comes with an obligation, and they can be found as the protectors to the Veil of Isis high priest, in Horus personal body guard or as a wandering itinerant openly offering their skills to Immortal

groups or secretly watching over worthy mortals. The path teaches that self preservation is important only in that it continues to allow them to protect their charges. Sometimes just as military as the path of the warrior, they take no small joy from confronting and besting the fiercest of opponents in the same way that Sutekh once battled Apophis every night to keep Re safe on his barge. It teaches that not all can lead, that not all can be adored, that some must be content with the rear guard role. The strict

chain of command within the Shemsu-Heru requires its rank and file troops as much as it does the heroes and generals, those who also serve find solace in this path. Its ethics teach the follower not to seek a greater and more glorious role in the Eschaton, but to excel and the one Horus, fate or circumstance has assigned them.

demons. Most doubt that they will achieve the Godhead before the battle for creation is won, but some few have turned away from the noble pursuit in order to achieve personal deification. Because of these few black sheep, many who walk the path prefer to keep it under their hat

The path of the Neteru or of the

The path of the Sephirot shares many of the basic ideals of the path of the Neteru. Followed by a subset of Immortals and led by ancients once on the path of the Neteru they take their guidance from the Kabbalah and they see the ten sephirot as the signposts and ranks on their journey to the Godhead. Firmly supported by the Tzadikim Dynasty, the Path of the Sephirot is slowly growing in popularity throughout reborn society.

Million stars The Neteru are the royal family of Egyptian Gods and those on this path believe that the great rite was the first step on the long path to becoming one of their number. Historically it was begun by an Ishmaelite based on the beliefs of the Egyptians and it has adopted Asian ideas along with its Kabbalistic overtones. The path ethics teach that the Immortal should adapt to and seek out change on a personal, spiritual, physical and social level. That he should experience all that existence has to offer without allowing the enemy of creation to exploit that exploration. Its eventual goal is to allow the Immortal to evolve past his current state and to become a God. It requires challenge and tests, self advancement and self improvement. The Path of the Neteru has had a chequered history as more than one of its followers has fallen to Apophis through Hubris. However at its heart the path teaches that the spell of life opens up the possibility of ascension for the reborn. That while heaven is denied to them in their current state, they may one day truly become Gods and join Isis and Osiris in the final reward. These Immortals believe that they are on a journey to join the Gods in the heavens, just as the Pyramid texts once promised. Whether they seek to learn the magical spells to eventually achieve their place in heaven or simply believe that the rebirth is but the first step on the path to evolution into something more. Borrowing ideas and clues from many occult philosophies they seek to climb a very slippery pole, perfecting themselves through knowledge and character. For some this means having perfect karma, for others it means empowering their will, or confronting and defeating their own personal

The path of the Sephirot

The Path teaches its followers to rise above the greatest mortals, even the Kings, and to become beings of ultimate power. From righteous ones to splendid ones, then through victory to beauty, severity, kindness, then to reach understanding, gain wisdom and finally claim the crown, to become a God. Certainly those with a low rating in this path are just as susceptible to the entropic taint as those with a low rating in any other path, but they choose to find reason and strength in their status. But nobody knows for sure what the undying can achieve while bound within the confines of the Tapestry itself. For all anyone knows an Immortal could become a living deity, a God on earth. The crown, as achieving the highest level on this path is called, will elevate one to a new breed of God not removed from creation or cloistered away in some distant realm. Certainly those with a low rating in this path are just as susceptible to the entropic taint as those with a low rating in any other path, but they choose to find reason and strength in their status. But nobody knows for sure what the undying can achieve while bound within the confines of the Tapestry itself. For all anyone knows an Immortal could become a living deity, a God on earth. The crown, as achieving the highest level on this path is called, will elevate one to a new breed of God not removed from creation or cloistered away in some distant realm.

First and foremost the Path seeks to teach the Immortal about all four realms of creation. To encourage its followers to understand the subtle relationship between the fractured realms or emanations created when the mythic age ended. Because of the importance of the wider realms to the path, many of its followers are experienced in Necromancy. The Realms, as the followers of this path understand them are Atzilus (the world of emanations, the Spirit realm, the Umbra), Beriah (the realm of creation, the Dreaming), Yetzirah (the world of formation, the Underworld, the dark Umbra) and Asiyah (the world of action, where creation is relegated to the physical, the mundane realm of mortals). Some teachers count a fifth world, a higher, fifth plane of existence. This level is the realm that was never part of creation, the source of creation understood as Heaven or the home of the Gods, the manifest Godhead level.

Paths of the Middle Kingdom Prior to the centralization of Immortal society at the hands of the Cabiri, the Xiānrén had three schools of study rather than the traditional Het Eanead. These three schools are formed from the three traditional paths to immortality most Xiānrén followed when mortal. Though the Xiānrén may well change her focus over the years her first incarnation (or three) is usually an extension of the route and philosophy followed in her mortal years. The concept of groups dedicated to the Virtues was almost unknown among ancient Xiānrén, and even today they have a limited number of followers from the Asian dynasty. The Houses concerned with spells of Necromancy and Nomenclature, along with the Virtue of Memory are considered to follow the School of Qi (pneuma). Those concerned with the Hekau of Alchemy and Amulets, and with the Virtue of Integrity are considered to be of the School of Fan and the Houses involved with the Celestial and Ushabti paths of magic, and with the Virtue of Joy are all included

among the broad umbrella of the School of Fángzh?ng Zh? Shù. Each of these three schools have developed a path of their own which teaches its own method of empowerment and defense against Oblivion. The Hierarchy of sins for these paths is much the same as the Path of Humanity, it is just the methodology of resistance and restoration which is unique.

Path of Qi Practicing the Hekau paths of Necromancy and Nomenclature, but employing the other paths almost equally, this is the school of the true Magician. Its members share the Virtue of Memory and preserve much the other Xianren have forgotten. Qi has many names and many forms, Sekhem among them, and this path teaches the Immortal to shield herself with her very Sekhem. The mind and soul are strengthened by repetitive breathing exercises, advancing from the simple counting of breaths to the structured control of Sekhem through language. From there the path teaches the ways to control the flow of Sekhem through the body or through the corpus, repairing damage and invigorating the soul. Those who walk the path of Qi learn to calm their mind, to awaken their potential and to close themselves off from temptation through the rotes of their path. The inner peace and outward power that this grants allows them to withstand the depredations of Oblivion and to rise above their flaws.

Path of Fan The Path favoured by the School of Fan teaches that a strict diet and the avoidance of many corrupting substances grants an Immortal the power to become Immortal and to resist the entropy of death and Oblivion. Through its focus upon Alchemy and Amulets the school seems to resemble a Western Witchcraft or Wise woman tradition, and the Virtue of Integrity tips the school towards a more medical and community centric focus.

The Path's Hierarchy of sins is, for the most part, a list of the "Three-Corpses food" which the Immortal must avoid. The list begins with filth and human flesh at lower levels, through meats such as dog, pork, raw fish and goes on to vegetables such as leeks, then grains and at the highest level the Immortal exists completely without food of any kind except for herbal compounds that have been magically treated and purified through Alchemy. The Immortals will is strengthened by his self denial and Oblivion's ability to weaken his resolve diminished. The Herbs and spells strengthen his resistance to the whispers of the Labyrinth and harden his heart against ennui and loss. It is a path of denial and strictly observed rituals, but it is highly successful if followed to the letter.

This path assures its followers that the pursuit of sexual pleasure is not only natural, it is empowering and godlike. By observing the balance of the universe and participating regularly in its earthly mirror activity the Immortal is empowered and enhanced enough that Oblivion can take no hold over his heart. Through Yoga, meditation and sexual congress, the Immortal finds inner peace and harmony with the universe.

Storytelling Eternity

Path of Fángzhōng Zhī Shù

Living Forever

The School of the Fangzhong Zhi Shu teaches the path of the same name, the arts of the bedchamber. Its ethics are based upon the universal interaction between the macrocosm and the microcosm, as above, so below. For this reason they specialise with the Arts at either end of the cosmos the vast heavens and lowest imitations of life as represented by the Hekau paths of Celestial and Effigy (Ushabti). As with the cosmic union, the associated virtue with this mixture is the Virtue of Joy.

The concept of an Immortal Character of anywhere up to six thousand years old can be daunting – and so it should be. Despite the myriad servants of the Wyrm, the subtle agents of Oblivion and the unaligned monsters of the night against which the Immortal must battle; it is the passage of time which can often be the most intractable foe. Even we mortals with our three score years an ten can appreciate how difficult it is to maintain empathy for humanity through contact with our fellow man – imagine the growing sense of cynicism after a century or sixty!

Favoured by and more appropriate thematically to female Immortals the path draws heavily from texts such as The White Tigress Manual, a treatise on female sexual yoga. It teaches that energy can be created by the sexual act, but that it can also be drained during that process - usually stolen from the woman by the man. The techniques of this school seek to teach Alchemists and Magicians to balance and perfect their natural instincts in order to defeat "decay and traumatic discord". Furthermore it promotes the pursuit of the utmost joys of sensuality and the application of the principles of yin and yang to sexual activity to improve health, vigor, and joy in order to benefit from the fruits of longevity and immortality.

The Eschaton which has raged since the fall of the triat continues in much the same vein as it always has, the balance of supremacy rarely swinging too far in either direction. Immortals must accept that the long game in which they play is unlikely to be resolved anytime soon and that while they watch civilisations rise and fall, the same mistakes are made in every age. Every Vampire they befriend in the hope they may prove to be different eventually succumbs to the beast, the oldest and most erudite of the dead find transcendence or destruction and the reality bending powers of the Awakened can only hold back entropy for so long. However the setting as originally presented supplies several tools to help us deal with

these issues. The erosion of inevitability can be measured and recorded on the character sheet with the Path of Morality and its associated Virtues. These traits are ideal measures for the degree of faith and hope a Mummy currently maintains in the face of eternity. The descent from hope to corruption can be recognised and role-played to great effect, and any attempt to do so really does enhance the Immortals story. The Immortals path rating rises and falls over the endless centuries as she constantly losses and rediscovers her reason for living, her commitment to the fight and her connection to the great panoply of creation. These changes are as natural as the ebb and flow of the oceans and the rise and fall of the Nile, Immortals come to accept them. It is only really the larger swells which they take notice of when an individual is inspired and seems unstoppably upbeat for time he can do great things in the name of Isis and her cause. But it is when an Immortal’s temperament dips into the other end of the scale that others worry, when Ennui begins to take hold. It is well known that Ennui is the doorway to corruption, to falling into Oblivions clutches. The Signs of Ennui have been documented and the symptoms driven into the head of every Immortal by mantas and prayers. They watch for them in others, but also in themselves, because they represent the first stumbles down the slippery slope to corruption. In excessive cases they can reveal those with a low Path rating or dismal virtues in time for others to step in and lead them back to the light, or at the worst, flag those who may become thralls of the Adversary before they betray the Undying as a whole. Depression – while many of us have suffered or will suffer from depression in our short lifetimes, the Immortals find its embrace inevitable as it is as the natural reaction to the expose to Oblivion. But sometimes that depression linked to a low rating in his or her path can cause an Immortal to see things through a very murky and distorted lens. Those in the full grip of this depression see every setback as the work of the adversary

while finding it almost impossible to place confidence in tactics or schemes for victory. Ennui – An Immortal can come to see the wonders of creation as mundane and pedestrian, to become bored by the beauty of birdsong and the marvel of their own existence. Those with faith begin to doubt the Gods while others cease to be moved by art or the results of their own Hekau. It becomes increasingly difficult to continue in the battle for life when life has become so dull and uninspiring. Cynicism – At times it appears to the Immortals that only they are taking a stand against the corruption of the Wyrm, against the erosion of Oblivion and against the evils of mankind. They can begin to feel that others deserve what is coming for them, that humanity has lost its right to salvation, that the Vampires are irredeemably evil or that the Shapeshifters too brutal to be included in the ranks of the righteous. Turning your back on others means turning your face towards Oblivion. Inhumanity – when an Immortal starts to adopt an uncompassionate outlook she also starts to lose her appreciation of why they fight the good fight. The Eschaton is about so much more than self preservation, it is about the preservation of all life. The loss of one’s connection to society or to ones associates distorts the Immortal’s sense of what is acceptable and what is not in times of war. Without Empathy for others the whispers of Oblivion cease to seem so inhumane, they begin to make sense. Despair – for some Immortals the fight can start to seem unwinnable and worthless to the stage where they develop self destructive and even suicidal tendencies. They may begin to experiment with pastimes and substances which damage their khat, or worse, their soul. They lose any regard for their own safety and in time, for the safety of others who might attempt to keep them from harm. In the end, death – even the false death of an Immortal, begins to seem like a release. From there it isn’t a great leap to seeking true destruction in the maw of Oblivion.

Most variations in a Characters path or Virtue ratings will come as a result of role-playing but at times the jumping around in the temporal arena might call for some random variation. If one chapter of a story comes long after or long before the previous one the troupe enjoyed together the Storyteller may wish to offer the following chart as a jumping off point for devising what happens to Characters away from the game table in time spent ‘off camera’ so to speak. When the chapter does not follow the previous one chronologically the players may role a (ten sided) dice and consult this chart. The results give only a basic clue from where the player and Storyteller might want to invent more detail, or simply leave them to the vagaries of times passage.

1. The Immortal suffered a catastrophic personal event or series of events which had a negative effect upon the Immortal. Not only does he lose a point from his path rating but he also suffers a visible sign of descent as listed above 2. Either by failing to uphold the tenets of his path or because it fails to protect him from the ravages of Izfet, the Immortal’s path rating drops by 1. 3. Ennui and grief, defeat and the predations of the adversary cause the Immortal to lose a point of the joy virtue. 4. The Immortal was weak, gave in to her Apshai or allowed her needs to overshadow those of her companions and the guilt from such a failure has caused his or her Integrity to drop by one point. 5. Turning away from a painful recollection, being improperly buried or simply falling victim to Amnesia, the Immortals connection to his long existence has come adrift and their Memory virtue is lowered by one. 6. Whether through rediscover or revelation, the Immortal regains what Amnesia once took and re-forges the connection to her past represented by an additional dot in the Memory virtue.

7. The Immortal discovered some inner resolve or sense of duty, their faith in themselves and the teachings of their path have won through; granting them an additional dot in their Integrity virtue. 8. The Immortal achies that rarest of things for the long lived, satisfaction and acceptance of their nature. Or perhaps it was simply a celebration or a success that raised their Joy virtue by one. 9. Due to greater insights and the accumulation of small victories the Immortal’s path rating went up by one between chapters. 10. The Immortal benefits from an uplifting victory or the opportunity for self discovery between chapters and gains two points to spend on his path and/or Virtues. One should never forget the blessing that is the Amnesia of the reborn, the fix all get out clause which allows the players and storytellers to explore eternity in a non linear fashion. Whether it be a flashback inserted into the current adventure or an entire chapter or campaign set in the past, the character sheet can continue to measure the characters growth in experience points (and thus trait ratings) without complicated alterations. Amnesia can also, in extreme cases, be used as a reset button. A Character who has reached some point in their story after which continued play seems unfeasible might choose to have his Undying alter-ego to suffer a devastating bout of Amnesia. The effects of this condition would leave him with the Flaw: Amnesia as presented in Vampire: the Masquerade page 299 and he should choose his traits as though creating a new character except that he can only spend points on traits he already h as, representing what memory he does have. How and when the memory returns and the whether or not XP can be spent on new traits is up to the player and the storyteller.

Cross Dynasty Stories There are no facts, only interpretations. Friedrich Nietzsch The history of the Immortals has been long and fractious, with unity being a relatively modern concept (in a society which considers 1,500 years or so a short time). While a player group made up of Immortals from more than one Dynasty is easy to countenance in the modern era, the same may not be true for a chapter set in the ancient world (prior to 200 BC). The Storyteller may have to do a little work to allow the group to operate in some historical periods, but even at the worst times some contact was possible. For the sake of dealing with cross dynasty interaction it is simplest to split the history of the Immortals into Four eras. The First era stretches from the creation of Horus sometime in the 4th Millennium BC up until the estimated creation of the first Immortal outside of the domain of the Veil of Isis circa 2100 BC. There was no interaction during this time simply because there were no other Dynasties. From then until the 2nd Century BC is the intermediate era which came to a slow end as the Cabiri and other emissaries begin to succeed in their efforts to unite Immortal culture. This era covers the time before the Eanead council, its rise among the Het and its earliest steps to establish peace and equality. The next era covers the time between the rise of the Eanead in 433 AD to the modern day. The second Era, before the open unity of the Eanead council, interaction between the Athanatos Immortals took place among the Het. Like minded individuals met and shared ideas, philosophy and friendship despite the party line of the Shemsu-Heru concerning Ishmaelites, Tzadikim and Cabiri. In time the Heteros Dynasties were discovered and brought into the Het and such interaction was the worst kept secret in the culture of the Reborn. The Wat Hor still proscribed contact

with outsiders but only the most fervent followers of the code held fast to that rule. Horus eventually realised that maintaining this rule would destroy the moral of his companions and relented, reworking the Wat Hor ever so slightly. In the lands of the living the fraternity of the Het evolved into the Eanead and with the guidance of the Cabiri the Dynasties began to cooperate more openly. But even before these breakthroughs became commonly accepted the Immortals met one another in the Duat and forged alliances and friendships. A lone Heteros Immortal might journey to the lands of the Athanatos to continue a relationship begun in the Underworld. Remember also that this was the Mythic age and global travel was not only possible, for the supernaturals it was relatively common. The Awakened and the shape shifters shrank the size of the world with trips through the Umbra. Enlightened souls could visit distant realms, anywhere he could dream of he could reach. The Ishmaelites were the catalysts for much inter Dynasty communication in the living lands, but the Cabiri travelled too, specifically seeking others such as themselves. Immortals from both Dynasties undertook quests of discovery for their own reasons and when they found others they, for the most part, approached them with manners and respect. Not that the Shemsu-Heru were not the only Dynasty with aversion to outsiders. The Xianren and the Xibalba both accepted alliances slowly, considering the other Immortals as barbarians who may well have stolen the Spell of Life from them (or from their Gods). The rare Crochan Geni may well take other Immortals as servants of Oblivion and react accordingly. The rise of the Chayot among the Tzadikim led to the rise in the belief that all other Immortals were the creation of the adversary. The Xibalba were accustomed to the shifting balance between Tezcatlipoca and Quetzalcoatl and had good reason to be cautious of other supernaturals while the Oboli had their own reasons to distrust just about everybody.

During the third era total unity was a goal towards which everybody worked to varying degrees but which remained fragile and easily lost. It was a time of discovery and intrigue, sometimes of political friction and sometimes of open conflict. Hardliners fought against giving power to foreigners and progress was slow, but it did end with a workable society and a rising feeling of hope for the reborn. Each Dynasty accepted emissaries from the others and sent out those of its own. Personal alliances came into vogue and for most the defence and maintenance of one's friendships became a vital battle in the war against the enemy.

then insert the first meeting at some later time. In the same manner a bone of contention can be added to even the most established group. A chapter set in an age of slavery can quickly drive a wedge between two friends, or a multitude of other historically sensitive eras.

The fourth era is, obviously, the easiest in which to mix and match Dynasty among groups of players. But even so there is never total unanimity in the World of Darkness. Different factions and the followers of the different paths remain cautious in their acceptance of others, the Tzadikim faith makes harmony difficult as does the need to work with white men for the Xibalba.

White wolf itself has attempted to present historical settings such as the early medieval th period (the Dark ages line), the 15 century (the Giovanni Chronicles: blood and fire & the Transylvania Chronicles ii), the renaissance (Mage the sorcerers crusade, the Giovanni chronicles: the last supper & the Transylvania Chronicles iii), the Victorian Age (Vampire the Victorian age & Werewolf the wild west) and the second world war (Wraith the great war) with varied results. Other periods of history are hinted at through the body of work from the early days of Aztec Empire (The chaos factor) to the Mycenaean age (Chicago by night).

Historical settings To avoid situations in which you might make mistakes may be the biggest mistake of all. - Peter McWilliams

I couldn't (and indeed wouldn't) attempt to detail every possibility of setting between 4,000 BC and today (or even tomorrow) but I hope some of these ideas can help inspire your own chapters in the river of time. One suggestion is to learn which Historical eras interest your players and try to include at least one chapter in that setting.

The Mythic Age Without a shadow of a doubt the greatest aspect of the Mummy game is the ability to play in that foreign country; the past. Examining how life across the span of time changes the Immortals and their views is at the heart of the game as hope and ennui ebb and flow along with the battle for creation. The beauty of Immortal Amnesia even means that a Mummy campaign can sidestep the requirements of linear time and skip merrily from present to past to present again without anybody asking why a character was more powerful and knowledgeable in 450 BC than in 2012 AD. A Storyteller can add a revelation about a past incarnation in the characters life at any time and then have the troupe play through that time to foreshadow or enhance the current story. A new player or character joins the group? Assume they know each other and

One oft-forgotten aspect of the World of Darkness is the flexible reality from which it emerged, the so called 'Mythic Age'. The time during which Isis created Horus and during which Set and Osiris battled, magic was as natural as the wind. The dead could visit their living relatives and the otherworld of the spirits really was just over the next hill. Impossible things happened every day and two mutually exclusive realities could run shoulders without too much distress. The Umbra's had not yet been severed from the physical world by human belief and magic was still powerful enough to rewrite a humans nature so that he could survive the death of his body time and again. The Mythic age is a great concept, until you want to tell stories in prehistoric times. Actually role-playing in that time of endless paradox and possibility can present the Storyteller with

a few issues. It can also present her with some great fantasy potential. How about Immortals with Sabre toothed pets (or even sabre toothed Long tailed cats), the sharing of Pyramid designs between the Immortals of Khem and Peru, Dragons in the Nile and the Amazon. What was the Bygone creature that Set based his mask upon? What was life like when Caine ruled Enoch openly? The Classical Age Who was Homer? Where did he learn to story of Achilles and Odysseus? Did the original story contain mention of the Servants of Oblivion or of the Veil of Isis? Did the Reborn know that Helen was a Toreador vampire, or that (according to Chicago by Night) she was active in modern day America? How do the other Dynasties feel about the rise of the Greeks and the rise of the Cabiri? How do they feel if they then have to retreat to a Duat where the same culture has begun to shape the Dark Kingdom of Iron or to return to see a new Empire has risen in Italy with just as much Cabiri influence behind the scenes? The Age of the Crusader An era which saw an increase in Bane Mummy activity as well as political conflict between the Dynasties was the age of the Crusades. The Tzadikim almost tore itself apart while the Oboli began to cement its place in Immortal society. The Het Aletheia delighted in the surface adherence to chivalry and righteousness to begin with but in the end reality set in and they found this new age one of despair. For the Shemsu-Heru this brought, at the very least, an opportunity to spy upon their old homeland and to take the battle back to the Setite heartland for a century or two. The Age of Enlightenment For the Immortals every bit as much as for the Mages the renaissance was a glorious time. Alchemy was practiced openly by the greatest minds and Egypt was enjoying yet another rebirth. However the tendrils of Oblivion gripped so many hearts as poverty and war struck at every society. The Tzadikim haunted the Ottoman armies as did their own Vampires and other less savoury entities. The Secrets of

Immortality came close to being discovered more than once as hedge wizards and devil worshippers sought to extend their lives at any cost. The Rise of the Third Reich Despite the evil at its heart needing no supernatural input, the events which led up to the Second World War remained a potent era for adventure and soul searching. The Fascists regimes of Europe may have been the result of Humanities own twisted psyche, but Oblivion fed heartily from the results. The Final Solution was and remains to this day Oblivions greatest feast, its servants enjoyed a period of increased activity and energy throughout this era. There were Immortals on both sides of the wire, inside and outside the Ghettoes and involved in many of the occult and political groups at the edges.

Story Ideas The Bane Mummies quest The Children of Apophis created others in their own image sometime in the first Millennium AD. Learning how to do so took them many centuries and consisted of various schemes and betrayals. It was perhaps the only time during which these seven hateful creatures were able to put aside their differences for short periods and work in conjunction (if not together). They sought clues on both sides of the veil and gathered scraps of the spell used by Sutekh to create them from all manner of secret places. Before they succeeded there were several failed rituals with exacting but not quite perfect requirements. This quest by the Bane Mummies could form the basis for a long running globetrotting campaign taking place in many eras. From the earliest hints that the Bane Mummies were no longer looking to Sutekh for leadership up until the first lesser Bane Mummy was created. It might include trips to the Spirit Umbra to spy on the Children of Apophis making deals with the banes to resurrect their creations; dangerous missions into the Labyrinth or lost tombs in the desert. Should the Characters thwart the Children of Apophis at any stage they can congratulate themselves that they

have stopped the terrible event coming to pass before discovering that they have merely stalled the inevitable. The Veil is torn The Veil of Isis has, over its many years of existence, fallen to human weakness more than once. As well as the simple fallibility of its membership the Veil has weathered constant attacks from the Followers of Set, from the Mage traditions as well as the Technocratic conventions. Just as the priesthood of Isis have saved many Immortals over the eons, so at times have the Immortals needed to step in to save the Veil itself. Should the worst come to the worst and the Immortals die before saving the veil they must struggle to finish the mission from the Duat or watch while their allies are slaughtered just across the veil from them. Such a story cements the relationship between the reborn and their mortal allies and can be reworked for any of the mortal cults and priesthoods tied to the Undying. The premature burial The opening fiction introduces Annabel of the Ishmaelites and a mysterious character called Reynolds. Clearly an enemy who can match the Immortals lifespan and with apparent

access to servants of Apophis he might become a thorn for the characters to face should they meet Annabel. The Fiction also touches upon a grand conclave of the Dynasties on the East Coast of America in the mid 19th century during which the Immortals finally grasped their unified destiny. That meeting took a great deal of time and effort to arrange and was beset on all sides by the enemy while it took place. The player Characters can be inserted into this event for all manner of shenanigans. The Fox Perhaps Reynolds is not working for the enemy, perhaps he was taking drastic action to save Annabel. Maybe this isn't the first time he has taken such drastic steps to save an Immortal from them self and one of the Characters ran across him in medieval France when he went by the name of Reynard, or even before that when he was Re-Nesert (Flame of Ra). How did he manipulate that Black Spiral dancer to remove Annabel from the board? Why did he do so? How do they view such drastic, yet effective, actions? Do the ends justify the means in this case, when the prize is the soul of an Immortal?

APPENDIX

APPENDIX

A cast of Immortals Canon Immortals: Immortals in the various books Amen Khal (a World of darkness: Mummy 1st edition pp68) Hetch-Abehu - North American Vizier (a World of darkness: Mummy 2nd edition pp137-138) Queen Hetephras (a World of darkness: Mummy 1st edition pp69) Horus the Avenger (a World of Darkness: Mummy 1st edition pp69 - a World of Darkness: Mummy 2nd edition pp120) Horus was not the first man to be made Immortal. But he was in the top five and he rose to greater prominence than those who came before him. The leader of the ShemsuHeru, writer of the wat-Hor and the preeminent for of the Vampire Sutekh. Ishmael As the first to turn his back on Horus Ishmael gave his name to all who followed in his wake, yet very little is written about him in the annuls of the white wolf. Fated by Isis and many prophets to be the herald of something great Kharis (a World of darkness: Mummy 2nd edition pp57) Kharis is an Ishmaelite whose letter appears in the opening pages of the 2nd edition book. In this letter he claims to be a brother of Ankh-es-

en-Amun (Daughter of Nefertiti, half brother and wife to Tutankhamen) and hints that they had a love affair for which he was ‘cursed’ with Immortality. This is quite likely a nod (in much the same vein as the letter from Dracula in the 2nd edition Vampire: the Masquerade core book) towards the characters in the Universal films The Mummy's Hand (1940), The Mummy's Tomb (1942), The Mummy's Ghost (1944), and The Mummy's Curse (also 1944), sequels to the 1932 film the Mummy (in which the Immortal creature is named Imhotep), and to the Hammer film the Mummy (1959). However the Priestess Kharis loved and lost in these films is named as Ananka, third daughter of Amenophis. Khonseru aka: Bacchus the beggar (a World of darkness: Mummy 1st edition pp76) Malinche (Werewolf: the Wild West - Tails from the trails: Mexico pp 91) Mestha (a World of darkness: Mummy 1st edition pp58) Neith (a World of darkness: Mummy 2nd edition pp121) Sahura (a World of darkness: Mummy 1st edition pp70) Serentu (a World of darkness: Mummy 1st edition) Tchatcha-em-Önkh (a World of darkness: Mummy 1st edition) Tchatcha-em-Önkh is a great Immortal

sorcerer skilled in the paths of Hekau who has tutored many Immortals (including Sahura) and who is recognised as a master of Magick. Tjehenu the boy mummy (a World of darkness: Mummy 2nd edition pp120)

Non canon Immortals Ashwatthama Ashwatthama is a member of the Chiranjeevins faction of the Xianrén Dynasty, a devoted follower of Lord Shiva. He was (and still is) a great warrior, likened to a cyclone or a typhoon, and he fought in the Kurukshetra war detailed in the Mahabharat. He believes that he is suffering Immortality as a punishment for his crimes in that war and that he is cursed to remain alive till the end of the Kaliyuga (the modern era). Reports often place Ashwatthama in the Arabian peninsula or roaming in the forest of Gir, Junagadh in Gujarat state of India, those who seek him say that he often returns to an a temple to Shiva near Burhanpur, to offer a red rose everyday to Lord Shiva early in the morning. A master of Amulets, Ashwatthama wears a valuable gem, the wearer of which ceases to have any fear from weapons or disease or hunger, and ceases to have any fear of gods and Demons. Cartaphilus a.k.a. Ahasuerus, the wandering Jew, the self styled "Wonderman". Cartaphilus was created by Hyksos mages as one of the Tzadikim and spent his early years learning the skills of a scribe, and a artist painting the great murals and wall paintings for monuments in Egypt. His grasp of Alchemy brought him renown and he was sought after as a mentor and a teacher of the art, he was a valued member of what would one day become the Het Khepri and maintained a close association with the Shemsu-Heru throughout the troubles. Later he took a stand against the Tremere Clan of vampires as Prince Ragoczy of Transylvania th and during the 18 century he surfaced again under the title of the Compte de saint Germain. Nekhen a.k.a. ‘babe’ This youthful looking Immortal was a holy

prostitute in ancient Egypt who became a street whore as her childhood faded. Taken in by the Veil of Isis she was made Immortal and returned to the Shemsu-Heru who she served well as part of the Harem conspiracy influencing pharaohs and the royalty. Horus described her wanton innocence as a gift from Isis herself and he continued to reply on her for centuries to come. However Nekhen grew dissatisfied with Horus and eventually left to become one of the Ishmaelites. In recent incarnations she has taken to using the name Annabel and is currently hunting a wily agent of Apophis known only as Reynolds. Maata-f-em-seshet (Fiery Eyes) aka Matt Flame, Snake eyes Matt, Edward Stanley (1888 ish). An Immortal of the Shemsu-Heru dynasty well known for his addiction to games of chance and his eternally rotten luck. Lord Henry "Harry" Wotton (AKA Raoul, Catulle Sarrazin) - Oboli Harry always presents himself as an English nobleman of the age. He loves to debate and is intrigued with beauty and with the limits of individual morality. Lord Wotton is a walker on the path of the Neteru, far from popular among the reborn and a plague on the innocent and naive. Extremely witty, Lord Henry is famous for espousing a view of indulgent hedonism, often corrupting others as they attempt to emulate him. Osarseph Osarseph came to power among the Aamu during the time of Egypts 13th or 14th Dynasty. He was part of the Hyksos priesthood of Osiris at Heliopolis and was given the gift of eternal life by the Veil of Isis. One of a handful of Reborn created in an attempt to make peace with the invaders, he instead stole the secret spell of life and gave it fully to mages among his own people. For that he was greatly adored by the burgeoning Tzadikim Dynasty and he built up a following amongst the Hyksos, using his resurrection to sway the mortals and his charisma to band the undying into a formidable sect. His Cult became the central body of the Asiatic Immortals and when the Hyksos were finally driven out of Egypt, Osarseph and his cult went with them. As the

Immortals came together it was Osarseph under whose rule the Tzadikim were born. He leads them still today, dominating the Immortals with guidance he receives from God.

The First The memory of the undying is perhaps less fallible than that of the Undead because of the ability to directly question men and women who experienced almost all of histories events. Beyond the Immortals themselves there are the Spirits and the shades to help fill in the gaps, there are the records of the Het and the many priesthoods and cults attached to them. However, the Immortals individual memories are ravaged and turned to Swiss cheese by amnesia. General facts considered lost by mortal man are well known by the Dynasties of the undying but details are often nebulous and dependent upon the scope of memory in each return to life. That each Dynasty began with the first of its line is accepted (even if it is not always true) and these 'legendary first' are remembered in myth if nothing else. Some Dynasties have mysteries and legends about an individual, such as Orpheus, who is more allegory than flesh while others, such as Horus, are active and easily identified players in the Immortal world. The following Reborn are those who are considered to be the First at the beginning of the 21st century. There may have been times when more or less was known about them, or when another individual entirely occupied the role. The history of the World of Darkness, of your World of Darkness, is pertinent to your whims and the enjoyment of your player group!

Orpheus of the Cabiri The legends that the Cabiri have shared (or that other Immortals have obtained) believe that an Immortal called Orpheus underwent the Spell of life to rescue his dead love Eurydice from the cold embrace of Hades. There is, however, a Cabiri whom most of the Dynasty claim to be the first of their kind. A man whom the Myths of Orpheus might well

be speaking of. His name is Rhodopeius Eubouleus and he was, in life, a bard and a devotee of the Eleusinian Mysteries. Rhodopeius is not, however, sharing the answer to the mystery of his role in the Orphic myths. He neither denies nor acknowledges that he is Orpheus, or was ever influential in the creation of the Orphic Mysteries. He is certainly in no hurry to accept the role of the Cabiri Horus - exactly how the other Immortals would expect the leader of the Cabiri to act!

Barley Wolf of the Crochan Geni The first of the Crochan Geni were created by the mages of Europe's mythic age, the Wicce. They brewed potion and milked nature for mead and formula to prepare the sacrificed for the ordeal they were about to suffer. Those who looked to Freyja believed the ones they chose were his sons, demi-gods called YngviFreyr. The mysteries of the Dynasty are hidden in his myths as well as those of the folk-hero John Barleycorn and Barley Wolf (Beowulf); in the tales of ever-dying fertility spirits, vegetation and sacrificial Gods. None of these figures have been positively identified as the first of the first and there is no single leader of the Cauldron Born. There are those however in the modern ages who believe that Beowulf recounts in poetic form the defeat of one fertility cult by another warrior based group - a theory applied to the Norse stories of the Vanir and the Aesir. These theories match closely with some of the legends of the Crochan Geni and the Wicce and have led to the use of the name Beowulf or Barley Wolf or even Úlfhéðinn (wolf head) for the supposed and unproven First of the Dynasty.

Ishmael, the first to walk alone Fated by Isis and many prophets to be the herald of something great, Ishmael was Horus closest friend and companion for three centuries. He was intelligent and calm in comparison to Horus quick temper and fiery nature. Many believed then and now that Ishmael filled the same role in the Princes life that his mother once had.

But the centuries passed and Ishmael's peaceful inclinations and Horus' lust for revenge caused them to clash more and more often. Eventually Ishmael stormed out of the company of the Shemsu-Heru and he never returned. He struck out for the peoples at the end of the empire, spending time among the Awakened and the Shapeshifters while continuing to work in close council with the veil of Isis. However the veil was looking outside of Khem for the next stage in Isis plan and he eventually left Khem altogether to become a wanderer. The Veil of Isis maintained their working relationship with Ishmael and shared his wisdom with those who chose to follow him. They report that he visited every culture across the globe and that he (or a companion) may be responsible for the birth of the other Dynasties. He studied the occult sciences and the tactics of the worlds wisest men before returning to Africa sometime around 1000 AD. If rumours are true he prefers central Africa to this day and the few times he (or an immortal claiming to be him) has made himself known his entourage are natives of the Dark Continent. Although Ishmael never did make a grand return or enact any attempts to dominate the Dynasty which bears his name, he has manipulated them into forging a closer relationship with the veil of Isis than any other Immortals. His fingers have pulled many strings within the Veil and few realise just how much they are guided by his words - or just how much they in turn guide the Ishmaelite Dynasty.

the Ancestors to reproduce the Great rite. Zalmoxis knew he lacked the entrenched beliefs and the priesthood of Khem and sought for a way to create fellow immortals without reliance on the Veil of Isis or even on large groups of powerful mages or corruptible Priests. In truth he believed in Isis work but not in the society which had inherited it. A master of Celestial and Necromantic paths he rebuilt the Spell from the ground up, drawing on the etropic energies of the Underworld and the pathos of the dead to replace the devotion of living devotees to power certain aspects of the rite. His cult created several Immortals but in time he grew to relaise that he had failed in his intention. He had not created free reborn, he had simply changed the nature of their enslavement and grew morose and dejected, retreating into his death cycle and the underworld more and more. The rise of the Stygian empire was the final straw for Zalmoxis and almost all of his peers believe that he fell to Oblivion through heartache and the belief that he had failed. It can only be hoped that if this belief is true, Zalmoxis was destroyed and did not become one of the shadowridden because a creature of such intellect working for Oblivion would be a devastating blow for the Immortals.

Horus, lord of the Shemsu-Heru (See; a World of Darkness: Mummy 1st edition pp69 - a World of Darkness: Mummy 2nd edition pp120).

Zalmoxis of the Oboli

Dumuzid of the Tzadikim

Zalmoxis was a legendary social and religious reformer, regarded as the only true God by the Getae (Thracian Dacians). According to Herodotus, the Getae, who believed in the immortality of the soul, looked upon death merely as going to Zalmoxis, as he knew the way to become immortals.

The legend of the first Tzadikim speaks of an Immortal named Dumuzid created in Elam (now Iran) at the height of Elamite society whom the Chayot legends name as Elijah. It appears that he ruled Sumer more than once and for longer than a mortal lifetime but the man who bears the name today will only refer to that period as "a time of youthful folly".

In truth Zalmoxis was an Ishmaelite who claimed to have been a slave in life and who was known as a skilled Physician. He worked with Awakened Thracian priests and Spirits of

His age would suggest that he was part of the renowned camp of Tzadikim but Dumuzid has often made it clear that he supports neither side of the debate. Perhaps he retains a close

friendship with the Ishmaelite who helped create him, or perhaps the mages who shared the Spell of life with his creators implanted some deep philosophy in him which governs his moral path. It is certainly true that the Mystery Cults of Osiris and Dumuzid had an even more fruitful relationship which could explain the peaceful relationship which existed before the coming of the Hyksos. Whatever his reasons, he stands apart from the interDynasty squabbles while devoting a great deal of his time to his fellows. When pushed by his Dynasty mates he suggests that each of them seek to be worthy on their own terms, and to make judgements based on what they feel to be correct, rather than rely on any faith or philosophy to tell them so.

and it is by that appellation that she is now most commonly known among her own Dynasty. The other reborn however know her as the warrior Queen or the Horse queen and they have a great deal of respect for her.

While being more active than some of the Ancients believed to be the first of their Dynasty, Dumizid keeps his own council and makes no more to rule or command his fellows. His story is a metaphorical blueprint for the Immortals themselves; acknowledging self sacrifice and service to others, the need to obey the commands of the divine and how duality and conflict are at the heart of everything.

Though she rarely speaks of her past, she has told other immortals of the skills and secrets passed along to shaman of her tribe by the Caucasians of the Desert. Secrets with which they were clearly able to preserve the dead bodies of their leaders and heroes in burial Kurgans long enough for the Spirits to return from the kingdom of husband Erlik Khan. She may not have been the first of the Xianrén, but what she brought back from the Khan's terrible kingdom made it somewhat simpler for others to find the path to the undying state.

Xi Wang Mu the Warrior Queen,

Among her titles is that of 'Bride of Erlik Khan' (also bride of Tengri Khan) and those who are within her inner circle believe this to be closer to the truth than many other myths which surround her. Her Role now keeps her separate from the day to day machinations of the Immortals and few Western Immortals have seen her face, dealing instead with loyal servants. Rumours do persist that Horus himself spoke of meeting her and of her undeniable presence and beauty.

Queen Mother of the West,

Hunahpu and Xbalanque; the

Golden Mother of the Shining

Hero twins, the living mysteries of

Lake, eldest of the Xianren.

the Xibalba

"There my beauty dwells, with her azure eyes , she is like a hurried stream, Like the perfect moon, that lingers high in the heavens" ancient Siberian folk song Among the Xianrén there is a Queen to whom all of the Dynasty show homage and respect and who seems to lead the Tianxian in times when unity is required. Whether she is the first, none can say but given the path of the shaman alchemists, it is doubtful that it was a woman who first returned from the log mounds as one of the Undying. When she rose to become the leader of the Tianxian, after many lifetimes, she adopted the Chinese name of Xi Wang Mu

The reborn of the flayed lands don't have to look to semi-mythological founders of the Xibalba or euphemistic tales to illustrate their eternal nature because their Mysteries all talk about a pair of founders who are very active and present within the Dynasty. These two, the Hero twins Hunahpu and Xbalanque (also called Tepeu and Gucumatz) are characters at the centre of the mythologies as well as the present day leaders of the Xibalba. Their grandmother was a Witch and most likely the one who conducted the Ritual of rebirth upon them both when their father and uncle were murdered by powerful entities in service to the Wyrm. They died to fulfill the promise they had made to avenge the murder of their

father, One Hunahpu and their uncle Seven Hunahpu. They defeated the perils of the underworld and finally came to Xibalaba itself, where they faced the tainted creatures who ruled there and defeated them by intelligence and trickery as well as by their astounding commands of magic. With the Spectres defeated Tezcatlipoca, the champion of Oblivion, was deposed and his opposite number Quetzecoatl returned to rule the underworld. They retrieved the buried remains of their father and attempted to resurrect him but he was not able to return to life and the twins were forced to leave him in the lands of the dead. Their attempt to cast the spell of life failed because the body of that Wraith had been too long in the ground with no burial rites to preserve it. The pair themselves knew that their bodies had been properly prepared and housed in a cold dry tomb, and so they resurrected themselves with ease. They departed Xibalba and returned to their bodies again as the first of the Xibalba Immortals. Hunahpu and Xbalanque are the spiritual leaders of the Xibalba, the heart of the reborn and truly deserving of the title 'the hero twins'. They are seen as a balanced pair, representing the duality at the heart of preColumbian Philosophy. The myths have grown to overshadow the facts now and it is hard to know exactly what is true of the pair and what is nonsense applied to them by their followers or the later works of the Quiche Indians. It has been noted however that in the upper world, Hunahpu takes the dominant role, whereas in the underworld it is Xbalanque who leads. Hunahpu & Xbalanque stand out for the Xibalba as the first immortals of the Americas, holding a position much like that of Horus, they set the tone for much of Xibalba existence.

Appendix ii

Character Templates Byzantine Illuminator (Cabiri) Quote: "Strange, is it not, that the reliquary taken from the Church of St Michael by your bondsmen was mistakenly left off of this inventory. Or that it was not returned to the church after the repairs were completed. Equally curious is this confirmation docket for the hire of a ship in the same month. While I have no doubt that you remain innocent in this misdemeanour your grace, it behoves me to remain here until I can find some clue as to that ships destination." Prelude: You never rose very high on the cursus honorum, from a Legion's Quaestor in Egypt to an Aedile in charge of the maintenance of a public records office. It was in that job that the Mage found you while he was searching for a certain proscribed text. You refused his monetary bribe but agreed when he offered you wisdom and knowledge, attracting his interest. Over the following years, as you returned to a dull life of overseeing your family's estates in the east, the Mage returned to you from time to time and your responses to his inquiries blossomed into a friendship. You became an Acolyte, giving him access to a small villa and redirected funds. His circle came to rely upon your skills at misdirection and record keeping, and they eventually put their library into your hands. You spent a decade translating papyrus and scrolls from Egyptian into Latin and Greek, finally feeling that your expensive education has proven its worth. Despite your access to tomes of magic and a selection of Awakened

comrades you showed absolutely no aptitude for the Arts and could not even manage the basics of hedge magic.

boring because they lead you into far more exciting adventures in the end. Equipment:

The Mages began, with your permission, to experiment upon you. Testing what spells did to you and if it was different than expected. You were given wonders to handle to see if they behaved differently when in your hands, but the results were uninteresting. Your health began to deteriorate and in the end only your friend continued to pay you any attention. When you retreated to what you would believe would be your death bed he came to you with one last experiment. As your life ebbed away the Mages brought out a scroll named the secret writings of Cabirus and remade you as an Immortal. They had prepared you with as much as they knew of the Underworld and a request to find the fate of their former master. Your skill with records and language allowed you to discover the Mage's Wraith in a position of power within the Dark Kingdom of Iron, information which you turned over to them once you were reborn in return for the location of the nearest Het. Concept: Having finally found a method of magic you can use, you have become a master of Nomenclature. You match that with your ability to ferret out lost texts and hidden meanings among mundane paperwork - travelling the world for mention of the Supernatural world. Although one day, many years from now, you might become a forger or even a private Investigator, you currently work among the monks in Constantinople as an illuminator. You spend your time copying sacred pages onto velum by candlelight for the Church. Roleplaying hints: You are a trouble shooter for the Immortals, as well as an investigator. You spend as much of your time seeking information as you do editing it for mortal eyes. A thousand years have improved your skills to no end and you often follow up leads alone if you cannot interest other Immortals in your latest clue. For you hours spent amid books are far from

Rolls of papyrus easily hidden inside the sleeves of your robes, Scribe Ushabti, a vial of Holy water.

Bane Hunter (Crochan Geni) Quote: "Stay behind us, keep quiet and keep down. If anybody gets bitten use that ointment on the wound immediately. If they get past us, use the gun liked I showed you. It has nine bullets that's eight for them and the last one for you, OK?" Prelude: Memories of your first life are difficult to hold onto now, you brought shame on your family then and it still hurts to think about it. They caught you with your lover, a shepherd boy, and there was no making amends. Your actions explained the blight that had been killing the cattle and the correct course was clear. Truth be told the days before they sacrificed you were among the best of your life, you ate well and slept in a warm hut on clean straw. The beer and honeyed corn of your last meal left you feeling calm and at peace and death itself released you from the turmoil of your unnatural desires. As the water enveloped your exsanguinated body you hoped the Summerlands would be less confusing. That hope was as much a lie as any other and your time in the Underworld was a terrible trauma. If what you were had been confusing in life, it was worse now the physical flesh had been left behind. You have no idea how long you wrestled with the questions, how could your natural feelings be a crime? Where your desires really the cause of the dead cattle? Was it the devil who made you feel the way you did about other men? Eventually you came to understand that you had answered these questions as best you could - that any further insights could not be

found alone. You battled your way out of the tempest and by way of treacherous byways, to Eliudnir. Here you learned that the living lands had moved on many centuries and that your way of life had been forgotten. There were many Spirits of men killed in what they described as the war to end all wars and they told you what had happened to your land and your people. When you were reborn, suddenly reawakening in a stagnant pool much reduced from the pristine lake of your first life, the sounds of war were close by. But these horrors were as nothing compared to the things you saw in your visions, the things you killed in the tempest. You stole a uniform, some boots and a strange spear with a shoulder strap and entered the trenches of the enemy. Concept: You are a rolling stone, moving from danger zone to danger zone, following rumours of Banes mummies, Spectres or black spiral dancers. When times are good you might get a few nights kip on someone's sofa, but if not you are comfortable in the back of your van. In the handful of incarnations since your time as a soldier in WWI you have rejoiced in the changing views of your sexuality and have fully forgiven your tribe for their ignorance. Now you hunt the agents of Oblivion and utterly destroy them. Roleplaying hints: There is no man with a full set of teeth who ever called you stupid, but your kind of smarts shine brightest in stressful situations. When the shit hits the fan you transform from the archetypal quiet man into an energised commander, directing others as you lead from the front. When the violence ends, you feel no need to speak anymore than is essential and allow others to employ their skills. For you life is about the hunt, the battle, the kill and the celebration - the rest is just time passing. You make few mortal connections, your enemies would use them against you, and so your only real relationships are with other Immortals, a few Werewolves, the restless dead.

Equipment: Bane detector Amulet, sports bag full of guns and blades, utilitarian clothes and an outfit for clubbing in.

Community Voodun (Ishmaelite) Quote: "Horus spent millennia battling the children of Sutekh in Khem, but I have found them to be just as numerous here!" Prelude: You were a typical Yagba youth, if a little precocious and slow to obey. At least you were until the Nagloper (See Vampire: the Masquerade - Kindred of the Ebony Kingdom) arrived and enslaved your people. The creature destroyed a neighbouring village on the first night, just to show you that it could. Your betrothed had lived in that village and perhaps this is why the Gods cursed you. While the Nagloper set others to its vile tasks, all part of some cruel game your elders came to realise, it had a special task for the Shaman. He was forced to live in a filthy hut and to brew magic for the Nagloper. Love potions to make proud men fall in love with a goat, poisons for a neighbour's well, these things amused the monster endlessly. But when the Shaman's magic failed the monster took its revenge on the old man's flesh, twisting it into a cruel mockery of life. In a few years the once respected and loved Shaman had become reviled, women screamed to see him hobble past, most people shunned him. You were not most People and you were far too rebellious to react in a way the monster had decreed. Though you feared the Shaman's twisted visage you struggled not to show it. You would carry his water from the well and prevented young boys from teasing him. The Monster had enslaved your village, corrupted the servant of the Gods, it would not command your heart! So your village survived, as the centre of the Nagloper's web. Villages you once traded with as friends came to despise your people. You

grew up in squalor and hatred, but you refused to be crushed by it. Every day you battled to maintain the happy smile of your youth and to share it with others, you refused to give in to the darkness which was changing everyone around you. This was your little victory, your inner rebellion. And so, when the Immortal came, having been told of your evil village far and wide, you already expected him. The Shaman had wept when he told you of his deliverance. He had no choice but to attack the immortal, but like the warriors - he died with a smile of blessed relief on his face. When the Monster was dead and the village burned to ash, the Immortal found you hiding with the village children. He told you to follow him and eventually he took you to a great city where the children were given work and food. You were taken to a secret temple in a cave and made Immortal yourself. Concept: Here in downtown Voodoo, Santeria and Candomble bring comfort and peace to the people, and where religion cannot help them, you often can. Your shop sells trinkets to the tourists and ingredients to the faithful in equal measure. There are also other, unadvertised, items you keep for the practitioners of Hekau and Sorcery. In such a central position in the community you hear about Spectre ridden grandmothers as often as Setite Cults. Immortals know you and your wares, and they often seek Intel and rumour from your lips. Roleplaying hints: You are no warrior, but you fight just as bravely. You are no Shaman, but people come to you for magic. You are no Chief, but your shop is home to the local Het Iakkhos. Your struggle against Oblivion is one of resistance and opposition to its agents. You thwart the darkness with your friendship, your availability and your advice, by setting warriors against the vampires and by uniting true lovers. Equipment: Too many charms to list, a hip flask, your shop and your chickens.

Fixer (Oboli) Quote: "How about you reconnoitre the nest, you two make friends with the contact and I'll see about renting us a property out in the suburb? Make me a list of what you'll all need and I'll see to it in the morning!" Prelude: Born to privilege and entitlement you had everything a girl of your age could wish for but it wasn't enough. The comfort of your husband's riches fulfilled you no more than had those of your family. Your husband encouraged you to become involved in his charity work, believing that the things he saw in you while courting were signs of a shared philosophy. He was half right. You did desire to make the world a better place and you did believe that such things were the duty of the rich and powerful. But you were neither rich nor powerful, not on your own merit. You liked what money brought you, but you wanted it to be your money! The satisfaction of opulence or charity felt hollow when it was other people's money you threw away. If the Queen could be independently rich, why shouldn't you? So it was that not all of your Husbands money went to the charitable institutions he believed. You played the stock market (via a proxy) and invested in shipping. Successfully as it transpired for the most part - and when it wasn't, well daddy hadn't even opened that stamp album in years and you couldn't even see that painting without a ladder. You swam with the sharks of Victorian London's banking community and eventually came into contact with an occultist dripping in wealth. His flippant remarks about the unsuitability of women for investment got to you and a rivalry began. The more you beat him, the more enamoured he became. The knowledge that he followed you home and watched you from afar might have concerned you had you been aware.

Unfortunately for you, your husband did find out and when mixed with his recent discovery of your creative book keeping he leapt to the obvious conclusion. Though it took you several years to discover, he had your business rival murdered. This was a rather drastic mistake. When he returned from the dead a decade later, your rival arranged for a much more subtle end to your (now distant and unfaithful) husband and initiated you into his inner circle. Sharing with you the preparations needed to become Immortal after you died. A few years later tragedy (in the form of Tuberculosis) struck and you became one of the Oboli. Concept: Your role in Immortal society is still unclear, you have yet to find your place. That being said you have no small amount of cash and the skills to make more. For now you offer yourself up as support for any who need it, bank rolling missions and putting your wiles to use obtaining equipment. Roleplaying hints: You are an Oboli of the modern age, inducted into an Eanead of united Dynasty's by your mentor. A youngster in the world of Immortals, sharing the stage with men and women born thousands of years before you. You have a shrewd mind hidden behind a fashionable wardrobe; your opponents rarely ever grasp the threat until it is too late. Shaped by traumatic experiences in the Duat and reliant upon skills developed a century before you are buoyed up confidence and self determination. That being said, if acting like a ditz gets the job done ...

you just get me a drink and the bare bones of the situation. Thank you! Now let us do this by the book shall we? My name is ...." Prelude: In your first life you worked for your father, who in turn worked for a man who worked for the Pharaoh. This man was tasked with gathering Pharaoh's subjects between the planting season and the harvesting season to work on the great buildings. He employed your father, and many other men, to assess how many men each village could spare. If villages were struggling to finish planting or harvesting, it was your father's job to transport men from elsewhere to help. It was quite a responsibility and you had shared the work since you were a girl. You had learned at your father's side and he gave thanks at the temple every year for your quick thinking. As you grew into a young woman it became obvious that you should marry and attend to a husband's needs, but you wanted to leave your father even less than he wanted to let you go. The life of a farmers wife could never compare to the challenges of this life. In time it became easier for you to cut your hair and dress as a boy, to use a male version of your name. You took to living on the river; mixing with the cosmopolitan people of the Pharaoh's court and seeing the length and Breadth of Khem's great domain. Your beauty, in the end, was your downfall.

Quote:

Simple farmer's might have fallen for your ruse (or perhaps respected your father enough to pretend) but the people of the Cities did not. Your existence became gossip and then intrigue and finally you father was commanded to bring you to court by Pharaoh, urged by the Cult of Isis. What began as a reprimand and a reminder of a daughters place was turned around by your demure wit and perspicacity. Impressed by you the pharaoh offered your father the role of his former employer if you would take a more respectable role within the Cult of Isis.

"Look, I just spent two hours on a redeye and another hour in your backwater airport, can

Just as the priesthood had envisioned, you joined their number and within time were

Equipment: Laptop with fingerprint reader access, American Express Gold card, Gucci handbag filled with cash, designer outfits and a Porsche.

Monitor (Shemsu-Heru)

inducted into the 42 companions of Horus as Isis had predicted centuries before.

parents about your 'special qualities' and when he left they wept tears of joy at your bedside.

Concept:

You grew up in Lodz, poor but happy, and then married a respectable young man before moving into his parent's house three doors down. You bore three children, although only two of them survived their first year you raised them as you had been raised. You began to take in the neighbours children and for a few coins or a loaf of bread, you would watch over them while their parents worked. Life was perfect.

You work for the North American Vizier, HetchAbehu and your position carries some status. Despite being recently reborn this position is a direct result of your activities in previous lives and you know you can rely on that status to a limited degree. For now you are an agent in waiting, sent to observe and report on locations throughout North America and Canada when trouble arises. Should a region require a more hands on permanent monitor, you are next on the list to be sent there. Roleplaying hints: You were capable and adaptable in previous lives and are certain you retain enough memories to be so now. This is the kind of role you live for, unpredictable and challenging with the opportunity to share the wisdom of the Wat Hor with other Immortals. There is no chaos that cannot be brought to order by the way of Ma'at and through the guidance of great Horus. Equipment: Concealed weapons permit, bank accounts (various), ID's (various), suitcase (with false bottom), Swiss army knife, Cargo pants with pockets (various).

Light of all lights (Tzadikim) Quote: "Of course it seems impossible right now, that is the logical mind God gave to man that he might discern the world. But you are no man, and you have seen more than this world. You have been granted more than mortal man and that will allow you to overcome." Prelude: Before you were born a dove settled on your mother's belly. The Rabbi would not agree that this was a sign from God but most people believed that it was. When you were five a man came from Warsaw and spoke to your

Until late 1939 and the founding of the Jewish residential quarter, at which point you and your family became slaves along with almost everyone you had ever known. Suddenly your little kindergarten had many (forced) helpers and a lot more children. Life became somewhat more challenging, but you never let the children see you cry. Neither did you see them go without food or warm clothes. A year or so passed and the man from Warsaw returned. He was smuggled into the ghetto with medical supplies and a Russian speaking doctor. They did what they could for the sickliest and then the man asked your husband if he would allow you to be smuggled out with him when he left. Reluctantly your husband agreed, wishing to see you safe. You, on the other hand, refused. In the time between then and his next visit, your husband was shot by the German police force. The man made the same offer to rescue you, but settled for helping your daughter escape instead. The next time he seemed far more insistent but eventually agreed to help your son escape instead. Less than a week later he returned, this time with several men in tow. They all but kidnapped you and dragged you into the cellar of your synagogue. There they explained that you were Tzadik Nistar and that with little time to quell your surprise they said that God had decreed your death this night, but that he also offered resurrection at their hands. With the sounds of doors being kicked in outside you were given the Great Rite and ushered into the Tzadikim dynasty.

Concept: You are a mother figure, offering support and discipline to everyone in equal measure. Even with so few incarnations under your belt the reborn recognise your potential. Immortals far older than you ask your opinions on their paths and seek your insights into their ebbing humanity. There have been times when you found yourself part of an important mission against the adversary - there to lead away the innocent or to help inspire the troops. Roleplaying hints: Nothing can diminish your love, your integrity or your determination. Or to be more accurate, nothing at all will ever cause that persona to slip. You draw the strength to bare eternity through this role, by supporting the warriors and the spell flingers, by guiding the Dynasty and its allies. When life becomes too much you secretly spy on your great grandchildren's social networking pages. Equipment: Copy of the Torah, the Bible and a book by Dr Suess. A Walther PPK, first aid kit and a bag with sewing samplers inside.

Serene Adventurer (Xianren) Quote: "I believe that we could avoid detection better if we approach by boat. This inlet here is unpopulated and difficult to sail, making it of little interest to the Vampires. If you let me join you I can get us to the city in line with your schedule." Prelude: When you lived Borneo was part of the Majapahit kingdom and you made a reasonable living trading on the seas between your home, Java and Sumatra and then later onwards to China and India. It was in those travels that you developed a love for collecting and trading magical items, especially books. From those books and the people you traded them with, you learned of the path to

Immortality. While your rivals bought larger houses, decked themselves in gold or helped support the local courtesans, you chased the Elixir of eternal life. The years turned into decades and while you managed to gain a mastery of Alchemy and retain a healthy body, immortality eluded you. Finally you gave up your life on the seas, leaving your business in the hands of trusted agents, and travelled to inland China. You studied with masters and priests, developing a better understanding of your goal until at last you settled in a mountain monastery to begin your final preparations. Death took a long time to embrace you at the back of the cave, but one day the monks came to check on you and the bell failed to ring. You had passed into the Yin lands and the great Rite had succeeded. That first time in the Dark Kingdom of Jade was almost the last and you came close to destruction (or worse) at the hands of the Jade Emperors forces. Frustratingly enough it was not the years of quiet meditation and serenity which kept you from oblivion but the wits you honed as a trader and a sailor. The Sea of Shadows became your home and by the time you ascended the mountain of Penglai on the islands of Horai, you already knew the Tempest's danger pretty well. The peace you found on the sacred Islands felt like a final reward, but your time there was cut short by an emissary from Erlik Khan. Your skills, she explained, had been noticed and appreciated by her master and she asked that you put them to use in his service. The Dark Kingdom of Jade was dangerous for all spirit folk and someone with your abilities could make existence that little bit easier for the Jade Emperors victims. She offered riches and power, but it was in your heart to follow her simply out of a desire for adventure and duty. You became a part of the underground railway of Erlik Khan, rising to a position of eminence in the underworld. Your name became one spoken on the sea of shadows with respect and the Jade Emperor himself put a small bounty on your head. That bounty and the many years away from the living lands began to have their toll and so you began to plan your

rebirth. Placing your organisation in the hands of trusted wraith lieutenants you returned to your desiccated corpse now stored in the Monastery and set forth into the much changed world of the living. Concept: You are an adventurer lost in time, eager to take up your old pursuits but aware that you need time to ground yourself. Your skills are well known and after some readjustment you will be able to offer them to the Immortals of this age. For now you are looking for a task in which you can serve, or a role in which you can excel, perhaps a mentor or a master to point you in the right direction. Roleplaying hints: You are an anachronism trying to adapt. The world into which you have been reborn is alien to you and a little frightening. But overcoming frightening vistas is, at heart, what you live for. You look to other Immortals for the clues you need to survive, secretly thrilled by every new discovery and every close brush with Oblivion. Equipment: a guide to [insert city of residence], telescope, kit bag, compass and a prayer wheel.

Benign Kidnapper (Xibalba) Quote: "Your Wife has transferred the two million dollars to our account. In a few minutes it will be transferred through various shell accounts to Doctors without borders. You may wish to know, before I return you to Metnal, that her tears seemed almost genuine!" Prelude: Six centuries ago you led raids against neighbouring villages, descending from the highlands and bringing the captured slaves back to your people, the Chanka. In the days before the Inca came to dominate your homeland you were renowned as a taker of men, you captured many warriors to sacrifice to the Gods. You took some delight in the

torture of these men, you delighted in their downfall. But things changed in your lands, the Inca power spread and your people began to lose battles against them. Eventually the Chanka made peace with them. They surrendered and as far as you were concerned that wasn't right at all. You wanted to fight on, to kill the Inca. Instead the Chief of your people made you the keeper of his daughter, sent you to Cusco to protect her when she became a hostage of the enemy. She learned Inca methods, Inca culture, and you learned to hate the Inca. When she returned to your village to marry a man the Inca chose, you returned with her. Her husband was a weak chief and in truth she led her people. She helped those still in rebellion against the Inca and she employed you as her weapon against informers and spies. You discovered new ways of making war and became a thorn in the Inca side until they told your people it was you of the Princess. As you strode defiantly up the hill to turn yourself over a wizened old priest accosted you. He offered you a different fate from the one you faced and you agreed. When the Chanka handed over your bloodied body, the Inca were satisfied and they let them keep the corpse. Meanwhile you were walking the halls of Xibalba and learning of your new destiny from long dead men and women. Concept: You're rebirth came at a time when your homeland was dominated by others, a familiar state of affairs. You put your skills and your Hekau to good use capturing the pawns of Izfet (and the occasional mundane invader). The Wyrmspawn who came with the Spaniards, and later with other white men, you take them in the night. Kidnapping them and then demanding exorbitant payments for their return you are able to disguise assassinations of Pentex lackeys and Spectre ridden monsters as standard crimes. Sometimes you let the innocents go home, just to keep your contacts in the police force happy.

Roleplaying hints: The path you walk is not that of the saintly, it is one of necessity. The morality of what you are prepared to do to the servants of Oblivion rarely troubles you, in this endless war your destiny is to be a killer and killers cannot afford a weak stomach. You find balance and solace

elsewhere; you are a heroic thug, turning your might to the needs of the weak. Natives of the Americas know they can turn to you when the cartels and the monsters threaten them. Equipment: A jeep, a burn phone, an AK47 and a machete.

Appendix III

False Immortals The reborn are often referred to as the True Immortals, and the obvious inference is that there are false Immortals. In fact there are quite a few variations of pseudo-immortals on both sides of the battle. Some of the long lived denizens are obvious; Vampires, Dhampyr, Mages, the Fae, Risen and the Liches (see below) are numerous enough to have been given their own books in the World of Darkness library. Then there are the others such as the Ultra Mortalitas and the Rénxian described here and the long tailed cats described in appendix iv.

Liche (see the Mage: the Ascension book Dead Magic pp 109 - 112). Liches are Mages who have cheated death and rewritten their pattern by means of the rite of lichedom. The spell was originally devised by the Cult of Mercury from fragments of the spell of life contained within the secret writings of Cabirus and has been refined and tweaked many times over the centuries. The rite calls for a Mage to sever all ties, re-gather all portions of his soul and to sequester himself away from any other magic apart from his own Will. After a year and a day in which he crafts a ritual weapon and draughts a potion, at the climax of the spell he commits suicide with the weapon. If the rite is successful it traps him on the lip of the abyss between life and death, transforming the Mage into one of the undead, his body takes on a dried corpse-like appearance and it neither

grows nor heals - though it suffers the ravages of time it never dies unless slain by magic.

Long Tailed Cats The Long Tailed Cat is a strange and long lived creature which shares the twilight world of the Immortals. Born as mortal domestic cats, they somehow outlive their siblings and become more intelligent, eventually gaining the ability to take human shape. The why and how still a mystery even to the reborn, but the phenomenon is as widespread as the felines are themselves. Over the millennia they have fashioned sophisticated societies and developed their own occult sciences (Shinjutsu. Long lives often lead to a desire for eternal life and the Long Tailed Cats seek out Immortals in the hope of joining their ranks.

Ultra Mortalitas Before being embraced by the Toreador Clan (see: the Beast within) Oscar Wilde wrote the story of Dorian Gray, a character that remains young and handsome while his portrait ages. Dorian slowly becomes corrupt, but his crimes and his true age show only in the face of the painting, which grows progressively more hideous and withered. To those who know, the book appears to be the perfect description of a false Immortal and it has caused many reborn to ponder the possibility that the writer knew more of the supernatural world than he let on.

Dorian Gray, as he appears in the book, is a perfect Ultra Mortalitas. The Ultra Mortalitas (beyond Mortality) are a breed of false Immortal who have obtained long life (complete with the outward appearance of eternal youth) through a bargain with a powerful entity such as a Spirit, God or Demon. The gift (Investment) allows the recipient to separate his mortality from his physical flesh and to tie it to another object instead. The Object must be composed of physical matter and must be created especially for the purpose (no placing your mortality in a family heirloom), or at least within 7 days of the transfer being made. Besides those requirements the object can be of any design or size. In the (apparent) fiction Dorian Grey’s mortality was invested in his portrait, other Ultra Mortalitas place them in great works of architecture or nondescript goblets secreted away beneath the steps of a great cathedral. In the middles east he might place his mortality in a jade egg which he sneaks into the nest of a great eagle atop mountain eyrie, hoping the fierce beast will prevent anyone finding it. Destruction of the object results in the instant death of the Ultra Mortalitas and a guaranteed passage across the shroud to the dark Umbra where he becomes a Wraith. The destroyed Object becomes a relic too. Should somebody somehow manage to kill the Ultra Mortalitas by some supernatural means, the object is destroyed in exactly the same manner, with the same afterlife for both. The Object takes on the negative aspects of being mortal, it ages while the Ultra Mortalitas does not and while his humanity drops (and it always does), so the receptacle is disfigured growing progressively more hideous and withered. The architecture gains a haunted atmosphere, the goblet tarnishes the Jade egg’s sheen reflects a twisted visage ... Some fortunate souls have multiple cases of the Investment which allows them to divide their mortality between several objects. When one of these objects is destroyed they die but can gather the Sekhem to return to their body in exactly the same way as a True Immortal.

So Long as they still have an Object in the skinlands with a portion of their Mortality within it, they resurrect in an identical manner to the reborn. Long Tailed cats with nine Ultra Mortalitas Investments are the core of cat myth, and the Shemsu-Heru have long been plagued by the Asekh-sen, Ultra Mortalitas who have spread their Mortality between four canopic jars.

Rénxian “The animal behaviours amid a man and woman are identical to how the cosmos itself came into creation. However, if they appoint in the absolute joys of bender and administer the attempt of yin and yang to their animal activity, their health, vigour, and joy of adulation will buck them the fruits of constancy and immortality.” (Hsi 2002:99–100) There have been many failed attempts to find immortality, and several near misses, one of the most numerous are the Rénxiān (Human Immortal). First recorded in China, the Rénxiān are shallow echoes of the Undying in several ways. Created not by Mages but by hedge magicians and sorcerers, Rénxiān have a degree of extended life, they continue to hunger and thirst and require oxygen like a normal human, but do not suffer from aging or sickness. The process from mortal Sorcerer to Rénxiān involves several paths of Hedge magic and other mundane skills, specific Sorcer paths are given in parenthesis. The first step to become a Rénxiān involves faking your own death and tricking the appointed reaper by some means, becoming one of the Shījiě xiān (Escaped-by-means-ofa-stimulated-corpse-simulacrum Immortal). Usually this is done by substituting a bewitched object (Enchantment) or by slipping a type of magical death certificate into somebody else’s coffin (Enchantment). If the ruse is successful the Rénxiān has their name and "allotted life span" deleted from the ledgers kept by the director of allotted life spans; Sīmìng. The next step is to extend the Sorcerers lifespan. For each misdeed a person commits,

the Director of allotted life spans subtracts days and sometimes years from their allotted life span. Hedge Magicians usually has a servant of the director alter the records for them (Summoning, binding a warding) either through manipulation or bribery. Once this is done the sorcerer can expect to live out the entirety of their allotted lifespan (whether it be 30, 80, 400, etc) and avoid the agents of death. Mortals who choose this route must either avoid notice by cutting off all ties with the past and living a quiet life or by employing some magical smoke screen such as the Ling bao tai xuan yin sheng zhi fu – the ‘Numinous Treasure Talisman of the Grand Mystery for Living in Hiding’. Otherwise the various minor and major officials of heaven may well take notice and perhaps even detect the counterfeit documents. Thus, by this convoluted way, many minor magicians are able to enjoy long and pastoral lives. The legends of hermits and tranquil masters are often clues to a hedge wizard who has fulfilled such a ruse. However a long life is not an eternal life and for further escape from death the body still has to be transformed into an immortal one, hence the phrase used to describe such men and women; Xiānsǐ hòutuō -“The ‘death’ is apparent, [but] the sloughing off of the body’s mortality remains to be done.” These Rénxiān have hidden from the powers that be and freed themselves from natural entropy but they now need to concentrate on extending their natural lifespan beyond the figure recorded in the ledgers. Though they lack any ability to resurrect and are just as susceptible to accidental or violent death as any mortal, they have a stronger resistance to toxins and disease. Their aging slows to a near stop so long as they continue to preserve their extended lifespans the vistas of the spirit worlds open to them (Alchemy Enchantment Healing Mana Manipulation Shadow casting Summoning, binding a warding). However, this is not a true form of immortality. Not yet. The Rénxiān are usually enlightened sorcerers and hedge magicians before they become immortal and the methods with which they

might extend their lives are many. However the most common method is involves the control of their Chi and the tapping of natural energies (Alchemy, Enchantment, Healing, Mana Manipulation, Shadow casting, Summoning, binding and warding). Humans have an equal balance of yin and yang energies, so they have the potential of becoming either a ghost or immortal. Tapping into these energies increases the life span and vigour of the body, and staves off the natural tendency of a human to die. By combining the teachings of Taoism and Tantra, the first Rénxiān discovered that sexual activity was the intermingling of fire [yang/male] and water [yin/female], that water and fire can kill people but can also regenerate and extend life. These false Immortals postulated the theory that the more females a man copulates with, the greater benefit he will derive from the act. An enlightened individual who copulates with many partners of the opposite sex can extend their life for quite some time. Through the application of Hedge magic, a Sorcerer can increase the energy by copulating with partners of the ultimate energies. Thus the male Sorcerer copulates with Wraiths and Vampires while his rare female counterpart copulates with Umbral spirits, demons and the males of the Beast courts. Avoiding the notice of Heaven rarely lasts forever and sooner or later the jig is up. For many discovery simply means a bad mark in the karmic ledger and the sudden and immediate reintroduction of the allotted lifespan. Those who have lived beyond that time die immediately, those who have not may well start again from step one. However sometimes these rediscovered Rénxiān are recognised for their tenacity and ingenuity, they are employed by heaven to act as celestial peace keepers. They can walk openly through the realms and employ their powers without regard. Those in such positions have no need to hide from retribution since they are empowered by heaven to perform their duties. Such entities may well

interact with True Immortals and might even make a suitable character type if the Storyteller is willing. Heavenly Rénxiān are given magic talismans which prolong their lives (but not indefinitely) without the need of other magics. These talismans allow Heaven to track the Rénxiān at all times and empower them with minor abilities needed for their duties. There are three levels of heavenly Rénxiān: Dìshàng zhǔzhě The standard role for a Rénxiān is the Dìshàng zhǔzhě or ‘agent above the earth’, tasked with controlling minor Demons and ghosts and of cleaning up the discord such entities leaves behind. Their magic talismans allow them to heal the sick and exorcize unwelcome and evil spirits from the earth. Compared to the majority of supernatural beings in the world of darkness the Dìshàng zhǔzhě are outclassed and outnumbered, their capabilities limited. Though they can bind and dispel weaker entities, they are rarely ordered to face the enemy directly. More often than not these agents are set to watch and report on extra terrestrial entities and not to confront them unless absolutely necessary. Apart from the abilities of the talisman, the only supernatural powers a Dìshàng zhǔzhě can call upon are those of Hedge magic. Though he is not barred from improving this repertoire, his duties leave little time to do so. A player may only spend one third of his experience points on hedge magic and numina. Upon the death of his body a Dìshàng zhǔzhě may become a Dìxià zhǔ (see above), so that he may continue to serve Heaven in the underworld. Talisman: Their magic talisman allows the Dìshàng zhǔzhě to tap into the Dragon paths easier and raises their Mana background (Sorcerer pp 53) by 3, even if that raises the background above the natural limit. If the Dìshàng zhǔzhě looses the talisman, he loses all dots in the background, even those he had before. Secondly it allows them to heal the sick (Healing,) without the terrible cost to themselves. The Dìshàng zhǔzhě no longer

need spend Willpower to power the healing because she can instead consumes a point a Mana. Finally, the talisman also effectively doubles the dice pool for Exorcism rolls (see below). Zhìdì jūn Competent and accomplished Rénxiān are sometimes promoted to Zhìdì jūn or ‘Lords who control the earth’, the highest level of the Heavenly Rénxiān. With the new rank comes greater autonomy and more heavenly investments in order that they may fulfil the heavenly decree ordering them to "disperse all subordinate junior demons, whether high or low, that have cause afflictions and injury. Annihilate them all." The Zhìdì jūn are at the sharp end of the war against Oblivion, their talismans grants them the ability to see the Spirits when they possess a mortal and to sense the taint of oblivion’s servants. They seek out the interference of such entities and take whatever steps necessary to counter it, sometimes commanding Dìshàng zhǔzhě and Dìxià zhǔ. They may not be able to stand up against a bane Mummy or a Vampire buy there are thralls of Oblivion to battle at every level; Risen, Spectre ridden mortals, human cultists, Ghouls and other Sorcerers. When they are faced with insurmountable odds they have hopefully gathered contacts among the other defenders of creation and can join the forces of the Awakened or the Reborn. Apart from the abilities of the talisman, the only supernatural powers a Zhìdì jūn can call upon are those of Hedge magic. Though he is not barred from improving this repertoire, his duties leave little time to do so. A player may only spend one third of his experience points on hedge magic and numina. Upon the death of his body a Zhìdì jūn may become a Dìxià zhǔ (see above), so that he may continue to serve Heaven in the underworld. Talisman: Their magic talisman allows the Zhìdì jūn to tap into the Dragon paths easier and raises their Mana background (Sorcerer pp 53) by 5, even if that raises the background above the natural limit. If the Zhìdì jūn looses the talisman, he loses all dots in the

background, even those he had before. Secondly it allows them to heal the sick (Healing,) without the terrible cost to themselves. The Zhìdì jūn no longer need spend Willpower to power the healing because she can instead consumes a point a Mana. As with the Dìshàng zhǔzhě the talisman also effectively trebles the dice pool for Exorcism rolls (see below). Finally the Zhìdì jūn talisman vibrates when it is near the taint of Oblivion and if gripped tightly it even allows the Zhìdì jūn to see a spirit entity that resides within a mortal or an object.

such. The rest of the impersonation is, however, up to the Dìxià zhǔ in question. They also grant two automatic successes to any arcanoi used against one of the Imperial Guardsmen, including a boost to Argos scores when it is used to figure the success of any use of the Arcanoi ‘Chains of the Emperor’ (see Dark Kingdom of Jade pp 134). The talisman counts as a level 3 unregistered relic (see Dark Kingdom of Jade pp 123) and to be discovered with it might well bring destruction or worse.

Dìxià zhǔ

Dìshàng zhǔzhě / Zhìdì jūn / Dìxià zhǔ / Dìshàng zhǔzhě / Dìxià zhǔ

The Dìxià zhǔ or ‘agents beneath the earth’ are in charge of observing the Chinese underworld and of acting to thwart Oblivion when and where they can. Their Earthly body (khat) is confiscated by the Heavenly bureaucracy and the Rénxiān becomes a wraith. Their talisman (see below) takes the form of a relic which can help disguise them as part of the Jade Emperors kingdom and protect them from the most potent agents of the Jade Emperor.

The Rénxiān may seem able to exist in much the same way as a true Immortal if they can continue to switch between the post of Dìshàng zhǔzhě when they are alive and Dìxià zhǔ when they are dead. In fact, some can and do, and it is a possibility for all Rénxiān so long as they continue to meet with heavens favour. Each and every change from one role to the other requires a deliberate intervention by heaven, something which is only visited upon truly spectacular men and women.

Acting as spies and partisans in the dark kingdom of jade, these agents are expected to put their skills to use battling the twin terrors of Oblivion and the Jade Emperor while reporting to lesser ministers of the Heavenly bureaucracy. Those who serve heaven faithfully (usually for a minimum of 280 years) are sometimes rewarded with a promotion to Dìshàng zhǔzhě (see above) and a single resurrection to their earthly body similar to that of the true Immortals.

At the very least such an individual would need to be on a path of morality that the heavenly bureaucracy favours, and they would need to have at least 8 dots in that path at the time the new post was awarded. Their previous performance in their current role would need to have been of great benefit to the heavenly bureaucracy (and only in the most recent post, any previous acts of merit will be considered rewarded and checked off when they were awarded the current post).

Many Dìxià zhǔ have first served as Dìshàng zhǔzhě and their death allows them to continue to serve in the Underworld where their previously gathered allies and patrons among the reborn, the dead and the lesser heavenly bureaucracy might yet be called upon for aid.

Even should he continue to attract the notice of heaven and to be considered worthy of the role, a Rénxiān is no Immortal. He has no access to Hekau, his support network (the heavenly bureaucracy) is distant and disinclined to take action on his behalf, and as an organisation their numbers are all but zero.

Talisman: the Talisman has certain transmorphic capabilities which allow it to take on the basic shape and form of an official seal. The Dìxià zhǔ may present it as part of an attempt to impersonate a lower official of the Jade Empire and expect it to be recognised as

What a Rénxiān does have is the standard abilities of a mortal (Dìshàng zhǔzhě / Zhìdì jūn ) or a wraith (Dìxià zhǔ). Any Arcanoi learned as a Dìxià zhǔ is retained by the living Rénxiān and will be accessible again when he dies, even if he is not again given the post of

Dìxià zhǔ. In the same manner, a Dìxià zhǔ who is returned to life as a Dìshàng zhǔzhě finds that he retains his previous levels of Hedge magic from his previous time in a fleshy body. Despite many myths and hopes among the Zhìdì jūn, this is the highest level a Rénxiān can achieve and they will never become a

True Immortal. The heavenly Rénxiān serve in these roles in return for an extended existence but also because many believe in the possibility that they will be given the Spell of life as a reward, but they have negated that possibility by becoming Rénxiān in the first place.

Appendix iV

The Long Tailed Cats The Long tailed cats first appeared in the 1st edition vampire: the masquerade book ‘a World of Darkness’ where they were described by the word Hengeyoki. Since that time they have not appeared again in the World of Darkness and the word has been re-cycled for the traditional lycanthropic shape shifters of the Werewolf: the Apocalypse setting. Their extended lives, I think, make them interesting creatures to resurrect (pun intended) for the Immortals of the WoD: Mummy Companion and indeed for their own right. "The cat is cryptic, and close to strange things which men cannot see." -H.P. Lovecraft The Long Tailed Cat is a strange and long lived creature which shares the twilight world of the Immortals. Born as mortal domestic cats, they somehow outlive their siblings and become more intelligent, eventually gaining the ability to take human shape. Once they have mastered a single human shape it isn’t long before they have mastered the ability to take a variety of human forms of any age, gender or size. With the human form comes complex language and the ability to use a form of magic akin to Hekau, and the possibility of being affected by the Spell of Life. Long lives often lead to a desire for eternal life and the Long Tailed Cats seek out Immortals in the hope of joining their ranks. At the very least they will admit a grudging respect for the reborn if only

because they are one of the few entities who can debate eternity without the risk of the blood lust. Although first recognised and observed on the islands of Japan, the Long Tailed Cat is a worldwide phenomenon. In fact they may well have begun in Ancient Egypt along with the reborn where cats were first domesticated and, in the temple of the Goddess Bast, began to live longer lives. Immortals who study these strange creatures do so for the insights they grant into the Spell of life and the desires of Isis. Some claim that Isis simply adored her pet cats while others believe there is much more to it than that. The Long Tailed Cats are drawn to the Immortals for many reasons, mostly because of what the cat gets out of the relationship. The Immortals know how to survive as eternal beings; they have access to secrets and pleasures the Cats covet. However cats learn to love and appreciate those who care for them and many fall into familiar patterns - with the Immortal as pet keeper and the Long Tailed Cat as pet. As well as being svelte companions and mysterious associates, the cat represents mankind’s ability to attract and co-exist alongside the fiercest aspects of nature. Unlike dogs and horses, the cat was never tamed, it was appeased. It reminds us that we are not

always the apex of life, not always the most attractive thing in the room. In the New Kingdom the devotion and worship of cats outstripped that of any other animal by orders of magnitude. Cats were also strongly associated with the dead, and a cat belonging to a recently deceased person was viewed with much suspicion, sometimes locked away to keep it from becoming a kasha, a kind of demon that descended from the sky to steal corpses, and which often had a cat-like form. Feline reverence is not peculiar to Ancient Egyptian civilization and the Long Tailed cats are numerous in the Middle Kingdom. Chinese mythology maintains that the emperor Shih Huang Ti once found his cat sleeping on the sleeve of his robe; instead of waking it, he cut the sleeve off so as not to disturb the animal. If such a man, later destined to become the despotic ruler of the Asian afterlife, held cats in such high regard when he felt so little of it for his fellow humans, we must admit to the cats powers of seduction The same tale is also told about Muslim prophet Muhammad in a story meant to teach caring and mercifulness to all animals, not only cats. Written records reveal that Siamese cats, in their country of origin, were venerated as guardians of the temples. When a person of high rank died, it was usual to select one of these cats to receive the dead person's soul. The cat was then removed from the royal household and sent to one of the temples to spend the rest of its days living a ceremonial life of great luxury, with monks and priests as its servants. These cats were reputed to eat the finest foods from gold plate and to recline on cushions made of the most opulent materials, which had been provided by the departed one's relatives in an attempt to receive good fortune and blessings. Once they became temple cats, they were supposed to have special powers and could intercede for the soul of the dead person. This reverence can also be found in ancient Indian texts, where records of cats involved with human society can be found in great epics such as the Ramayana and Mahabharata, circa 500BC. As the Hindu and Parsee

religions respected all forms of life and were especially sympathetic towards cats, all good Hindus were expected to take care of at least one cat during their lives. But it is Japan that the culture of the supernaturally gifted cat received the most notice and from their language that the most often used name for such creatures, the Bake-neko, was taken. In Japan, a Bake-neko (ghost cat) is a cat that gains paranormal powers after certain circumstances, living long beyond the lifespan of its mundane kin and eventually gains the ability to transform into a human shape . In Japanese folklore, any cat that lives over thirteen years old, reaches one kan (eight pounds) in weight or is allowed to keep a long tail was thought to become a Bake-neko. A cat might also become a Bakeneko in order to aid a human to whom it owed a favour. There are also stories about cats taking the forms of women and girls to become wives (much like foxes did in their own myths), or daughters to childless couples, once again trying to help their human companions make ends meet.

Ren The title ‘long tailed cats’ is not one used by the creatures themselves, it is what the Xienren first called them and the name has stuck. The Long tailed cats themselves seem to have little desire for a collective name, Most in Egypt prefer the name Ta-Miat while those in the east use Bake-neko, but there are many collective Ren for the cats. Some call themselves the sons (or daughters) of the Sphinx, the offspring of Mafdet, Cait-Sith, or nekomusume, (literally; Cat-daughter), some accept Baleneko while others refuse to acknowledge that they are not entirely unique. Wherever the natural feline has been domesticated there are Long tailed cats, but the three largest occurrences of the phenomenon are in Asia (the Bakeneko), Egypt (the Ta-miat) and Northern Europe (the Cait-Sith). Each of these societies long believed itself to be unique and almost all of them consider themselves the first cats to have ‘evolved’ into shapeshifters. While it is

possible to generalize about the species, it is perhaps necessary to discuss the three most established cultures.

The Bake-neko The Bake-neko of Japan are of course the most numerous Long tailed cats in the world and have been studied more fully by Mages and Immortals. So much so that their language and habits have become synonymous with the creatures as a whole in the annuls of the occult. Distant and proud, the Bake-neko hunger for the benefits of human life while holding humans themselves in small regard. They construct elaborate courts, deal with vampires, demons and true Shapeshifters with little fear and refuse to acknowledge the possibility that any other creature might be more wondrous or supernatural than themselves. From their island capitol the Bakeneko have spread across Asia and intertwined themselves with many of the Xianren in search of the secrets of the Elixir of Immortality. Most closely associated with the Immortals are the Zocho, also known as the kittens of TsukiYumi, Bake-neko who believe themselves to be the servants of the Kami Tsuki-yumi, the Guardian of Yomi, God of the Endless Moon. Their central organisation is focused upon Shinto temples dedicated to this Kami which secretly serve the long tailed cats and the Cat Priests weild a power equal tot hat of the local King or Queen. As the guardian of the Realm of Spirits, it is Tsuki-yumi's task to govern over the brightest and most purest souls of the dead, the reborn who battle against Izanami the destroyer. Like their God, the Zocho take pride in their duty as the Guardians of Yomi, or more importantly as guardians of those souls who return from Yomi (no doubt because they lived just lives of honesty and purity, lacking in complete Sin.) Thus it is that the Zocho have set themselves the task of serving and protecting the Xianrén, often becoming their companions and associates in times of need. Perhaps the only Bake-neko clique to fully embrace the world of the dead (Soku-no-Kumi) and how intrinsically tied to it the True

Immortals really are. The Zocho attempt to mount a unified front against Oblivion (Izanami) and entreat all other Bake-neko to join them. They see the Immortals as living Kami of that which He of the Endless Moon embodies; hope, emotional strength, honour, love, vibrancy and strong will.

The Ta-miat My hand has come upon you, the avenger is this which has come upon you, (even) Mafdet, pre-eminent in the Mansion of Life; she strikes you on your face, she scratches you on your eyes, so that you fall into your faeces and crawl into your urine. Fall! Lie down! Crawl away, for your mother Nut sees you! Utterance 297, R. O. Faulkner, The ancient Egyptian Pyramid Texts Also known as the Kittens of Mafdet, after their mythical benefactor a cheetah headed Goddess who was the deification of legal justice and execution, the Ta-miat (from the Egyptian for cat) are the long tailed cats most closely allied with the Immortals of Khem. Depicted as a feline running up the side of an executioner's staff it was said that Mafdet ripped out the hearts of wrong-doers, delivering them to the pharaoh's feet. This patron Goddess was also associated with the protection of the Tombs and other sacred places, and with protection against venomous animals, which were seen as transgressors against Ma'at. It is in these roles which the Long Tailed Cats of Khem found a place within Immortal society – as tomb guardians and assassins. Even after Mafdet’s cult was replaced by that of Bast her image continued to appear on the personal items of pharaohs and even in the shape of the bed upon which their mummies were placed. That Mafdet and her children were the companions and allies of the Immortals can be inferred quite plainly. In ancient times the Ta-miat haunted the edges of Shemsu-Heru culture and through the worship of Mafdet they were even admitted, at times, into the Veil of Isis. The Tamiat maintained a much closer association with the Immortals than did other Long Tailed

Cats, and suffered as much from that relationship as they benefitted from it. The fact that such unusual creatures are still a rarity is precisely because they were often dragged into the war against Oblivion and suffered the consequences. These cats claim that their founder was Isis own favoured companion, and this they say is why they are satisfied to pose as the indulged cohort of great men and women. Whether they be the familiars of Witches or the tomb Guardian of an Immortal, the lap cat of a Shemsu-Heru or the battle companion of an Ishmaelite, they have adapted to the beta role of the sidekick or companion (never say parasite and make sure there is a clear route to the door before you say pet) in ways that other Long Tailed Cats often take offense at. Bedecked in Egyptian jewellery and heavy kohl, bathed in ass’s milk and fanned by Nubian hunks, the average Ta-miat could be living in the height of the Egyptian empire and enjoying almost as much power as any Queen. Though less dedicated to selfless acts, they remain allied to the veil of Isis and often to the varied Dynasties that look to them for support. While there are Ta-Miat who appear to have risen above their selfish nature and comfortable cushions to walk the path of Ma’at, even those who have joined the Veil of Isis, there is a small sect of militant Long Tailed Cats known as the Sphinxes. More formally known as the sons (or daughters) of the Sphinx, these Ta-Miat maintain an aggressive demeanour and rejoice in the opportunity to stand side by side with the most stalwart warriors of the Osirian league in the battle against Apophis. Insisting that they are the descendents of the Sphinx they are prone to revel in their role as predators and combatant, and it is whispered that a select few have been given the Great Rite itself to make them truly Immortal. These Long Tailed Cats have studied warfare at the feet of the Shemsu-Heru, accompanied Ishmaelites into Setite havens and even willingly accepted the roles the Immortals prefer to avoid. When the battle between the forces of Ma’at and Izfet gets messy, the

Sphinxes have been known to become spies and assassins, perhaps even torturers, for those who cannot shoulder the guilt themselves. The Sphinxes hold fiercely to a belief that the Sphinx on the Giza plateau is neither a lion nor a pharaoh, but that he was the first of their kind. A cat who could become human. The word 'sphinx' is Greek, and comes from the Egyptian word 'shespankh' meaning living statue and the Long tailed Cats of this sect hold that this monument is the largest Ushabti in the world. Its Arabic name is Abu el Hol, or Father of Terror and the Sphinxes revel in this aspect of the Demi-God. The part of them that frightened mice, that enjoys torturing their prey, that part comes from the Sphinx.

Cait-Sith Apart from Vampires and Mummy’s there are other creatures who live forever, one such being the Fae. While the manner in which they cheat entropy has changed in the past six centuries, it isn’t that different from the way the reborn do it. Long tailed cats in the West came to understand the True Fae and made alliances and compacts with them much the same as others did with the reborn or with the Asian Vampires. The dreamy rush of a Fairy court feeds the lusts of the Cats and their peculiar understanding of eternity comforted them. Some lost themselves to the Dreaming, becoming permanent fixtures in the freeholds and glens of the Fae. Others played the game of the Nightmare kin, kidnapping humans, seducing Dreamers, or simply providing new and unusual play things for Unseelie pageants. These Cait-Sith, as the Fae called the Long Tailed Cats, passed into fairy lore not as a separate or unique creature, but simply as another type of Fairy beast. Such a masquerade helped almost all long tailed cats stay out of the grimoires and legers of Western occultists. Even when the Fae abandoned their old haunts and became the changelings, it didn’t take very long for the Cait-Sith to find them again and rekindle old alliances.

However the new fairies had forgotten some of the ways of the Mythic age and they too came to believe that these strange feline creatures were a lost fairy kith or a breed of Chimera.

true title. All Cats are noble creatures (at least in their own eyes) and so the leader of any patch is a King or Queen, whether they have a court and servants or not.

Modern day Cait-Sith play a dangerous game on the edges of Changeling society, dabbling in courtly politics and hoping that their targets do not remember any of their greater secrets or weaknesses. They are perhaps the most capable of understanding how the death of Magic and wonder feeds into the eventual culmination of the devourers scheme, of Oblivion for all creation. If rumours are true the Eanead council has begun to interrogate CaitSith for greater understanding of the Changelings nature and relationship to the Sekhem of dreams.

However these nobles do supply some form of organisation to a species rarely inclined to complex social institutions. Long Tailed cats are prone to certain pack like behaviour to much the same degree as a house cat. They crave and seek out companionship, within their gatherings they recognise alpha’s and wish to please them. They compete with others of their kind for the attention of those Alpha types and in unguarded moments they gain a lot of comfort from being in the company of others of their kind.

Cat Society _ Cats were put into the world to disprove the dogma that all things were created to serve man. _ - Paul Gray Many Cats pretend to be domesticated by human (or near human) beings, so they can more easily obtain luxuries. However once away from their ‘keepers’ the cats engage in a complicated courtly culture which tries to meet each night in which the moon is visible. Court life is full of splendid singing and dancing, often accompanied by wild orgies. Sometimes human pet mice are brought to these festivities so that their masters can be amused by their reactions. The Courts differ by location, the Cait-Sith like Celtic pageantry while the Ta-Miat tend towards ecstatic soirees in coffee houses and bordellos. But they share a few distinctly traits such as dangerously wicked verbal sparring that often erupt into duels, open sexuality and unabashed conduct, opulent splendour and feasts with the promise of cruel forms of after dinner entertainment. No matter how much of the human world the Cats try to emulate, they are still cats when it comes down to it. The Long tailed cats will tell you that each city has a King or Queen which rules over the court. In large cities populated by many of their kind this is true, however in many more locations this is more of an affectation than a

Asian cats often claim their king or queen is a manifestation of the Moon kami Tsuki-Yumi and set up Shinto temples dedicated to this Kami. With equal deference, cats from other lands claim their royalty are avatars of the Sphinx or of Sekhmet, of Old Nick. Some claim to be the descendents of Dick Whittington’s wise cat (or even that same cat himself). Long Tailed Cats are just as skilled at deluding themselves with grand claims as they are of fooling everyone else - but that does not infer that all of these claims are false. All Cats are creatures of grace, elegance and beauty, but some cats are superior to others. The leaders of Cat society are pure white from nose to tail. In the lexicon of the Bake-neko young cats are described as being black and elder cats as being white, but if this was ever 100% true it is no longer so. The Leaders of cat society, it is true, are entirely white, but felines of any colour can become Immortal. Beneath the kings and queens are the elders, those who have managed to survive much longer than any natural cat, or human, and who have learned enough tricks or gathered enough pawns to wield some degree of power over the rest of the Long tailed cats. The skilled magic users and the cat priests (oh yes there are many of those) usually come from this strata of Cat society. For the same reasons, there are several elders in service to the Veil of Isis or the Tianxian.

Then there are those charismatic cats who have come to be admired by some of their companions - the popular and the beautiful, the clever and the influential. Cat culture, what there is of it, is a meritocracy built as much on boasting and lies as it is upon proven ability or shallow characteristics. Sometimes Wits or good looks can elevate a black cat to the ranks of the White furred elite. This pecking order seems to be common wherever Long Tailed cats gather, but it does not describe every facet of their culture. At times geographical peculiarities sometimes evolve into traditions and camps, as do shared interests and philosophies.

Role-Playing Hints While the common cat is a survivor equally happy in town or country, the Long Tailed Cats are almost exclusively an urban phenomenon. Few hard working felines ever find their way to Immortality, the path requires a certain degree of easy living that can be found by alley cats and lap cats but not by Mousers and farm cats. Long Tailed Cats are social creatures who like to indulge in the attention (and luxuries) of humanity, usually because they have observed such opulence from close proximity. Only a few ‘go rural’ seeing it as a way to get in touch with the true cat nature or as an aesthetic discipline, but even they began as sophisticated urbanites on the laps of the rich or feeding from the well stocked scraps of the restaurant district. It would seem that mankind’s feelings towards felines have gone a long way towards shaping the personality of the Long Tailed Cats. They

Rules and system suggestions "We do not die because we have to die; we die because one day, and not so long ago, our consciousness was forced to deem it necessary. " - Antonin Artaud Long Tailed Cats live as cats for a number of years - in general consider each year a cat lives to be the equal of a Human living for five years. A two year old cat is somewhere in the region of a ten year old child. The next two

are as aloof as they seem to us, they are graceful and sensual. An enjoyment of sex and gratification appears to be universal among all of their kind, and one has yet to be found with a completely altruistic nature. They suffer none of the usual banes other supernaturals are prone to, despite occultists forever attempting to lump them in with Vampires or Goblins of one type or another. Though they prefer the moonlight to the sun, they suffer no vulnerability to it. They suffer no more or less from True faith than a mundane cat and are free to enter holy ground. That being said, most will not feed in such places and their survival skills teach them to respect the power of the sacred spaces. Gaki and Keui-Jin often employ Bake-neko to remove barriers preventing them entering temples and few mages put up sigils to bar cats when warding against Vampires, ghouls, Dhampyrs and the like. Long Tailed cats are arrogant and flaky, unshakable in the knowledge that they are better than everybody else. They sneer at rules and concepts of fair play. Before taking on a challenge or fight they make sure they can win. They ignore defeat or humiliation and thus rob the victor of his spoils. Their word is worthless not because they are naturally dishonest, but simply because they are prone to distraction. It is best not to pay them before a service is completed, and beyond foolish to rely completely that will complete any contract they undertake. The manipulation of others is a sport to them, but the art of the barbed quip is by far the most admired skill. years they are kind of teenagers. Well looked after and lucky cats live to twenty years, the same as the rare human who lives to 100 or more. But for the long tailed cats this process halts at some point, typically around age 4 to 8 depending on lifestyle and intelligence. They cease to age (or at least cease to age as quickly as their mundane siblings) and begin the journey towards full sentience and the human shape. They do not age once they achieve the ability to shape change and thus they will not die of old age but they are otherwise mortal.

Basic shape changing is a unique ability that manifests at the moment a mundane feline evolves, it takes energy (Chi/Sekhem), which the cat must replace by feeding on the life energy of others or by absorbing it from dragon nests or magical items. A cat without Sekhem cannot become human. Shape changing is a special power it requires both a Willpower roll and a wits roll each time the cat takes a human form along with the expenditure of a point of Sekhem. If the cat wishes to retain the shape for more than a single scene she must spend a further point of Sekhem and make the roll again for each additional scene she wishes to maintain her human shape. No roll or Sekhem expenditure is required for the cat to transform from a human back into a cat. A Willpower failure indicates the animals surface control has lapsed, creating minor discrepancies an observant person may notice. A Wits failure indicates the animal has fallen into non-human behaviour. A Botch on either roll means that the Long Tailed Cat simply cannot transform this time or for the remainder of the Scene. The first transformation results in the Cat’s ‘true’ human form, which will reflect the gender of the original cat and often ethnic tendencies associated with the breeds location. Thus a Siamese She cat will usually transform into an oriental woman while an Egyptian short hair Tom will usually become a Middle Eastern male. Sometimes the humans a cat lives with will effect this transformation to varying degrees, and a Siamese cat in Ireland might become a hearty Celtic lass instead of the Oriental maid. It's not an exact science. An unconscious cat or one in great pain will usually revert back to its feline form, and Death always returns it to its cat form. Those few long tailed cats who do become wraiths are able to change the shape of their corpus in exactly the same manner as they do their mortal flesh. They consider themselves to be both forms and thus their memory of themselves encompasses both shapes. No matter its current shape, once the cat has awoken to its supernatural nature it will always

retain the higher mental capacity and selfawareness it displays in human form. The long tailed cat’s are somewhere between the two species in terms of intellect and understanding, they are smarter than a natural cat but the pull of their instincts will forever prevent them from joining the intelligentsia or even attending college (no intelligence dots above the third). However in cat form they cannot speak as a human and one in human form can emulate the vocalizations of a feline no better than any other human. Equally regardless of form, all Long Tailed Cats have heightened senses above and beyond mundane cats. Like the vampires power of Auspex, their sense of sight, hearing and smell are sharpened to double that expected for their form. While their sense of taste and touch extend no further than normal, they likewise become far more acute; a cat could taste liquor in their victims blood or last nights dinner on his breath as well as feel the give in a boarded floor concealing a hollow space below. While these advanced senses are usually employed instinctively, they can be tuned up or down. There are times when enhanced senses come with a heavy cost, such as when bright lights or loud noises become a hazard, even painfully so. Distraction or damage from any sudden stimulus suffered while these powers are not dulled lasts for twice as long and are twice as harsh. They often have Spells and amulets to protect them from harm, but when all that is stripped away they have the same foibles and weaknesses as a mundane cat. In Human form they use the Human template, with an average seven health levels, ten blood points and all the benefits of the opposable thumb. In cat form they drop to the mundane cat template with five health levels and a blood pool of one. Their Willpower, Virtue and path rating remains the same in either form, as do all Mental and Social Attributes. Abilities do not alter by shape, but there are many that can only be used in one shape or another. Typical Cat Strength 1, Dexterity 3, Stamina 3

Health levels OK, -1, -2, -5, Incapacitated Attack: Claw or bite for one die

Magic

slowly however, and to play with their food. They are limited to how much Sekhem they can imbibe and can only gain one point per half hour.

The Long Tailed cats are supernatural creatures and are thus able to manipulate the magical energies of the World of Darkness. Whether they refer to this energy as Chi, blood, Mana or Sekhem, it allows them to work minor miracles which can be represented with the rules for casting Hekau (and which includes a unique path called Shinjutsu). Assuming the character has had access to a tutor he begins play three points with which to buy Hekau. His choice of Paths is restricted to the paths of Alchemy, Amulets and Shinjutsu however. The Freebie cost for more Hekau and the method for purchasing spells remains the same as for Mummies.

Additionally long tailed cats can feed on the Sekhem of others by ingesting their blood, gaining a point of Sekhem for each blood point they imbibe. The blood drinkers rarely kill humans to do so, preferring more intimate and less dangerous forms of vampirism, but they can feed on animals, even each other, and a slain mouse is often worth a point of Sekhem.

Level three Shinjutsu allows the cat to buy a spell which will open up one of the paths of Celestial, Necromancy or Effigy (Ushabti). Learning one path forever bars the Long Tailed cat form the other two. It will also strongly affect the Cats place in cat society, especially for Bake-neko. Long tailed cats cannot learn Nomenclature (Ren Hekau) and therefore a cat can never practice more than four paths of Hekau.

Finally, long tailed cats regenerate a number of lost Sekhem points every time the moon rises at night. Roll a ten sided dice once each night to discover how much Sekhem is regenerated. The Sekhem regenerated this way will never take the cat above his maximum Sekhem.

Sekhem Upon becoming a Long tailed cat, the character gains a Sekhem pool of ten dots. These can be spent to empower Hekau in exactly the same way as a Mummy does as well as to take on their human form (see above). The Chi/blood pool of a human replenishes a cat, they feed on others life energy and steal the Sekhem inherent in other living creatures. Although this is nearly always done during sexual intercourse, it can be done while engaged in any close union. Some engage in quasi-religious rituals to gain the necessary intimacy to feed. There are those who marry humans and who feed from their spouses as they sleep together in the marriage bed, while a few skilled white furred cats hold meditation classes during which they siphon a little from each of their students. Cats are prone to feed

In addition, there are several restrictions on who cats can feed upon. Because they are sensual sexual creatures, they cannot feed on people who are not sexually active. Nor can they feed on the dead or near dead such as vampires, gaki, reborn, risen or wraiths.

Long Tailed cats and the rest of the world "There is something about the presence of a cat...that seems to take the bite out of being alone.” – Louis Camuti The curious set of events that leads to the emergence of the Long Tailed Cats is a worldwide phenomenon. Though it remains unnoticed by all, it seems that the higher the regard for domestic cat in a certain culture and place, the higher the numbers of cats who awaken to this new existence. There are none in the Arctic or Antarctic obviously, while South America and Southern Africa seemed to have very few long tailed cats until modern times. It is fair to say that the largest populations are the Bake-neko in Eastern Asia, followed by the Ta-miat in Northern Africa (centred in Egypt). There are roughly a third as many Cat-Sith in Europe. All

three groups have members in North America with Long tailed cat culture following their human pets, while the Middle East and India such creatures are present but uncommon. The vast majority of the supernatural world remains ignorant of the Long Tailed Cats, and many of those who know of them are prone to dismiss them as minor players or pawns. However the Long Tailed Cats are naturally curious, and especially so of the other supernatural entities with which they share the shadows. Immortal or long lived creatures interest them more than those without such insights, but they are quick to make good use of any snippet of information they can acquire.

Immortals

"I hear they used to sacrifice us to demons, but these days it’s better to be a cat than a goat in such circles. Stay away from conversations about religion and they can be generous targets." Xianrén "Careful where you tread with the Alchemists and Wizards of the East, they know more about us than we do about ourselves." Xibalba "I heard, from a Mexican hairless, that the American Immortals can be a dour sort and quick to anger. Do with that rumour as you will."

The Others

Cabiri "Hermits and dusty old Wizards often like a cat or two to keep them company, and if you’re smart you can use that as a powerful tool."

Vampires

"Immortals from the same borderlands as the Cait-Sith, but are so very different to them. The Cauldron Born like to fight and will get you killed if you hang around any of them."

"The problem with your average Vampire is that the urge to share eternity with a purring and sensual kitty is eventually overpowered by the urge to drink kitty’s blood and see what a Vampire Kitty looks like. Deal with them certainly, let them buy you things even, but never go home with one and never let it know where you live."

Ishmaelites

Keui-Jin

"Probably the closest of the Immortals to our own personality, these free thinkers have been a good source of information and income."

"The Asian vampires are just as troublesome as the other sort. Usually. Careful observation however will let you learn the sedate ones with which you can do business. Never let your guard down, but don’t forget how well they reward those who can provide certain services."

Crochan Geni

Oboli "Most Asian cats refer to these guys as ‘banks’ or ‘patrons’ because they like to hire help and reward companions. They are, however, the least likely Immortal to horde the secrets of eternal life." Shemsu-Heru "Once, the stories claim, we were the beloved partners to the first Immortals, but in the modern age such a sweeping statement is rarely true. Those loyal to Isis or Bast are your best bet."

Shape shifters "Apparently some of them, like us, were born to Cat mothers and learned to take on human form. However there is a lot more to us than just that and we are not the same at all. The only real shape shifters with whom we share any similarities are the Ceilican but the lands they frequent are sparsely populated by our kind except in old Blighty." Mages

Tzadikim

"There is no denying the wonderful toys and trinkets of a warlock, and they can provide a great deal of comfort in their lonely towers. You will need one if you ever hope to join the ranks of the True Immortals but as always, remember the old adage; a naked Witch is a great lay, but catgut is still cheaper than twine." The Dead "Don’t forget all those fairy stories and myths about cats who guard cemeteries and the gates to the underworld, the dead have plenty of trinkets they don’t use anymore. Despite how cold their laps are, doing a favour for a dead guy can be rewarding but check their payment hasn’t rotted away first." The Fae "There are some cats called the Cait-Sith who managed to get in good with these spirit-folk. They were regulars at the splendid courts and most of them seem a little fey themselves. Reveal yourself as a talking cat and the faeries will go crazy for you but don’t eat anything they give you! " Demons "We have few universal tales, but the ones about Demons tend to do the rounds. Don’t bloody trust them at all. More importantly, never hook up with a Demon’s pawn, they like to do nasty things to kitty!" Hsien "There are some among the fallen Gods that can take a Cat-like form, but they are said to be counted as commoners by their peers and so should never be confused with us." Mortals "By far the most numerous biped you will ever interact with, mortals are mostly easy to manipulate and weak willed. They were also the first to recognise the majesty and beauty of the cat, which speaks to their potential greatly and explains why we keep them around!"

Cat Cliques “I have noticed that what cats most appreciate in a human being is not the ability to produce food, which they take for granted - but his or her entertainment value.” – Geoffrey Household There are many stories about the supernatural abilities of the bake-neko: flying (celestial), killing people, and even resurrecting the dead (necromancy). They learn a version of the magical arts similar to Hekau which includes a unique path called Shinjutsu. The magical abilities of the Long Tailed Cats has no powers which resembles Nomenclature (Ren Hekau) but through mastery of Shinjutsu they can alter their nature to learn either the Celestial, Necromancy or Effigy (Ushabti) path. A Cat who has taken this path and settled on a specialism in one of the three paths joins a unique clique in cat society and begins to fulfil a more defined role. These cliques began in Asia where the Bakeneko who proved themselves capable of such dedication began to have a wider effect on the societies around them, and much the het of the Immortals they slowly spread to others of their kind. Now these three cliques can be said to show the best and the brightest of the Long tailed cats, those who have risen above their base natures. But in reality a cat is still a cat even if they have learned to control some or all of their inconstant nature. Neko-mata The Neko-mata are the Necromancers and Spiritualists of the Long Tailed cats. Through the Leash of the Neko-mata (see Shinjutsu below) they forever tie themselves to the path of Necromancy and all that entails. The title of Neko-mata is one that commands respect from even the most self centered Long tailed cat and the path of Necromancy instantly raises the cat’s bargaining power among the True Immortals. The Neko-mata can fulfil many of the tasks required of an Immortal while he is in his Death cycle, and the cat can gain much in return. Those of this clique are highly likely to have dealings with the reborn, and it was probably through them that the rest of cat-kind discovered the benefits of such alliances.

Egyptian Ta-miat came to dominate the Nekomata quite quickly once its philosophies and teachings reached them and it was under their influence that the clique blossomed. Today there is very little beyond the name which still echoes the Asian routes of the organisation and even Bake-neko who practice Necromancy tend to do so in the manner established by Egyptian traditions. Neko-musume The Neko-mesume are perhaps the most spiritual and soft-hearted of all the Long Tailed cats. Legends that tell of cats becoming human to aid humans, to marry them or to become the daughters of childless couples are almost always speaking of the Neko-mesume. To become one of these, the cat simply learns the Shinjutsu Spell ‘Leash of the Nekomesume’ and forever ties herself to the path of Celestial Hekau. While Celestial Hekau grants one insights into the seasons of nature and the vagaries of time, it also opens the practitioner’s eyes to the concept of karma. The title Neko-mesume meaning cat-girl or Cat daughters indicates that the Path of Celestial magic is considered the sole purview of females in Asian Bake-neko culture. As the cliques teachings spread to other lands and to other cats this view lessened but male Nekomusume are still a cause for humour for the Bake-neko. Maneki-Neko Finally come those Cats who turn their attentions to the crafting of Ushabti and other Effigies byt learning the leash of the Manekineko. They and their wondrous creations are considered lucky by all of cat kind, and they are in high demand by kings and queens for the entertainment they can manufacture. Maneki-neko of the Cait-Sith are among the finest craftsmen the Immortals ever encounter and they have retained a degree of respect among them because of the new heights they have taken the path of Effigy to.

Shinjutsu “I have noticed that what cats most appreciate in a human being is not the ability to produce food, which they take for granted - but his or

her entertainment value.” – Geoffrey Household There are many stories about the supernatural abilities of the Long Tailed Cats: flying, magical methods of killing people, and even resurrecting the dead. At Character creation the Long tailed Cat has three points with which to buy Hekau but her choice is restricted to the paths of Alchemy, Amulets and Shinutsu. Level three Shinjutsu allows the cat to buy a spell which will open up one of the paths of Celestial, Necromancy or Effigy (Ushabti). Learning one path forever bars the Long Tailed cat form the other two. It will also strongly affect the Cats place in cat society, especially for Bake-neko. Long tailed cats cannot learn Nomenclature (Ren Hekau) and therefore a cat can never practice more than four paths of Hekau.

Level one Consecrate Mirror of the soul’s secret Level: One Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 6 Sekhem: 2 This spell creates a mirror which reflects the flaws of whoever looks into it and retains that reflection for a few moments afterwards. The Cat to whom the mirror is attuned can look into the mirror and see the worst aspect of whomever last gazed into it displayed. That may be a low Virtue, an addiction or some other weakness with the potential to be manipulated. Creation of the mirror requires one point of Sekhem (in the form of blood) from the cat who creates it and one point of Sekhem (in the form of blood) from whomever it will be linked to. Consecrate mirror of ultimate beauty Level: One Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 6 Sekhem: 2

This spell creates a mirror which reflects the gazer as incredibly beautiful. It requires one point of Sekhem (in the form of blood) from the cat who creates it and one point of Sekhem (in the form of blood) from whomever it will be linked to. The cat to whom it is linked to can use the mirror to transform into an awesomely beautiful version of his or her human form. Consecrate mirror of delusional beauty Level: One Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 6 Sekhem: 2 This spell creates a mirror which reflects the gazer as incredibly beautiful. It requires one point of Sekhem (in the form of blood) from the cat who creates it and one point of Sekhem (in the form of blood) from whomever it will be linked to. These mirrors are given to others to seduce them into narcissism and will work on all types of supernatural entity. Whoever looks into such a mirror must make a Willpower roll or lose a point of Sekhem (Chi, Qi, Blood, Gnosis, Arête, Willpower, pathos, Glamour) to the cat the mirror is linked to. Consecrate Sword of skill Level: One Type: spell Dice Pool: Wits + Shinutsu Difficulty: 6 Sekhem: 1 This Ritual gifts a sword or similar melee weapon with an additional level of skill (1 automatic success in Melee) for the remainder of the scene. It requires one point of Sekhem (in the form of blood) to be smeared on the weapon and a quick vocal blessing from the cat. Consecrate Sword of tithing Level: One Type: Ritual/spell Dice Pool: Shinutsu + Craft Difficulty: 6 Sekhem: 2

This Ritual creates a sword which gives anybody wielding it an additional level of skill (1 automatic success in Melee). It requires one point of Sekhem (in the form of blood) from the cat who creates it and a point Sekhem (in the form of blood) from the Cat to whom it will be linked. They are usually created as gifts and the spell will work on any sentient creature alive or otherwise. Each time the sword draws blood, half of the Damage inflicted on the victim goes to the cat the sword is linked to in the form of Sekhem. Marking the Territory Level: One Type: Ritual Dice Pool: Shinutsu + Streetwise Difficulty: 6 Sekhem: 1 Cats are territorial, there is no denying that. However within their territory a cat has a distinctive advantage against others which has allowed them to develop this spell. By infusing her claws with Sekhem and scratching the edges of her territory a Long Tailed Cat is able to magically delinate her range. Within this domain the Cat treats all dice roles as though she had a specialism in the trait and may reroll all 10’s.

Level two Purred platitudes Level: Two Type: Spell Dice Pool: Shinutsu + Performance Difficulty: 7 Sekhem: 1 The cat who knows this spell may add the mystical power of her feline purr to her human voice, granting her a degree of supernaturally enhanced speech. While improved by this spell dice pools for seduction, manipulation, distraction or performance as well as attempts to calm or convince others gain an extra dice for each success achieved and the roll will never botch. Consecrate mask of Innocence

Level: Two Type: spell Dice Pool: Shinutsu + Subterfuge Difficulty: 6 Sekhem: 2 Despite its name this spell does not always require a mask, simply some form of mark or alteration to the face. Even the application of makeup of the removal of spectacles can initiate the effect. Once cast the spell grants the cat an aura of innocence and purity and protects her against magical methods to read her moods or other states. Consecrate Jewel of hidden horde Level: Two Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 6 Sekhem: This ritual creates a jewel which will protect and obfuscate any horde or collection of which it is part. It requires one point of Sekhem (in the form of blood) from the cat who creates it and a point Sekhem (in the form of blood) from the Cat to whose treasures it hides. Cats use this to help hide their hidden treasures from prying human eyes who will treat even the most magnificent trinkets as nothing more than a collection of cat toys and fur balls. A pile of fine clothes and sweet foods left in an alley will appear to everyone else as just more junk and will be left alone. Consecrate mirror of Mirage Level: Two Type: Ritual/spell Dice Pool: Shinutsu + Performance Difficulty: 6 Sekhem: 3 This spell creates a mirror which reflects a preprogrammed mirage, often used to keep tombs hidden or trick treasure hunters into traps. It requires two points of Sekhem (in the form of blood) from the cat who creates it and a third point of Sekhem (in the form of blood) each time it is activated. These mirrors are highly prized by Neko-mata and the Ta-miat. Some supernatural means can see through the

mirage if they succeed in a Willpower roll (Difficulty 8) against the caster. Consecrate Jewel of desire Level: Two Type: Ritual/spell Dice Pool: Shinutsu + Craft Difficulty: 6 Sekhem: 3 This ritual imbues a jewel which gives anyone who wears it an extra point of Charisma. It requires two points of Sekhem (in the form of blood) from the cat who creates it and a point of Sekhem (in the form of blood) from the Cat to whom it will be linked. A cat may use it to raise her own Charisma or it may be given to a tame pet (human or supernatural); anyone who wears it loses three levels of Charisma when interacting with the cat the jewel is linked to.

Level three Teleportation Level: Three Type: Spell Dice Pool: Shinutsu + Wits Difficulty: 6 Sekhem: 5 Although cats take great steps to never allow others see exactly how this spell works and there are doubts if it even works the same for every cat, it is one of the most important powers in any cats collection. With this spell the cat no longer need worry about locked doors or sealed confinement as she can pass through any such mundane barrier as though it did not exists. Unsheathed fury Level: Three Type: Spell Dice Pool: Shinutsu + Strength Difficulty: 6 Sekhem: 4 This spell temporarily manifests the teeth and claws of the cat in its human form; granting him a claw or bite attack for two dice of damage. That damage however is now

transformed from natural to aggravated damage. For all but a few Long Tailed cats such as the Sphinxes, combat is seen as the last desperate course of action, however it never hurts to have an ace up the sleeve. Consecrate Sword of Wonder Level: Three Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 7 Sekhem: 5 This Ritual creates a sword which gives anybody wielding it double their ability in Melee as well as the ability to attack and parry each round with a full dice pool. It requires three points of Sekhem (in the form of blood) from the cat who creates it and two points of Sekhem (in the form of blood) from the Cat to whom it will be linked. Consecrate mirror of gender change Level: Three Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 7 Sekhem: 5 This Ritual creates a mirror which grants the Cat human form a sex change. It requires three points of Sekhem (in the form of blood) from the cat who creates it and two points of Sekhem (in the form of blood) from whomever it will be linked to. The mirror simply transforms the cats normal human form into a highly similar version of the opposite gender, thus allowing a male human form to a female cat or vice versa. Consecrate leash Level: Three Type: Ritual Dice Pool: Shinutsu + Occult Difficulty: 8 Sekhem: 13 This ritual creates an item which must be worn at all times by the cat, and which can only be worn by the Cat who creates it. The item is often a necklace or a choker, but can be a bracelet, ankle chain or a bangle, even a ring.

Once completed and put on as part of a dedication, the Cat is able to practice a new Hekau path dependant on which version of the Ritual he performs and can spend Experience points in that path from now on. Should the cat remove the leash it becomes mundane and the cat looses the ability to practice the Path it grants until she has repeated the ritual and reconsecrated the Item. There are three separate rituals, each of which grants understanding and ability with one Hekau path but forever denies the cat the ability to practice two others. This choice is irreversible unless the Cat somehow becomes one of the true Immortals by way of the Spell of Life in which case her access to magic is the same as for any Immortal. The spell consecrate leash of the Neko-mesume allows the cat to learn Celestial Hekau and forever denies him access to Necromancy and Effigy. The spell consecrate leash of the Neko-mata allows the cat to learn Necromancy Hekau and forever denies him access to Celestial and Effigy. The spell consecrate leash of the Maneki-Neko allows the cat to learn Effigy (Ushabti) Hekau and forever denies him access to Celestial and Necromancy.

Level four Sanitise Level: Four Type: Spell Dice Pool: Shinutsu + Awareness Difficulty: 6 Sekhem: 5 Cats are clean and fastidious creatures, a quirk they maintain when they become fully aware. This spell can be used to clean a space entirely. Aftere being sanitised nothing within the spells diameter will bare a speck of dirt or DNA evidence, a finger print or a stain, everything glistens and gleams and all scents not belonging to the Cat are removed. Any spells, auras or taints not placed by the cat will also be removed and any spells intended to spy upon the area will need to be recast. Finally, this space acts as a haven and a sanctuary to the cat whose territory it is. All curses, taints, spells and detrimental effects of

level three or below are instantly healed or dispelled when the cat enters her territority or cats the spell on a new location. Summon the soldier of Tsuki-Yumi Level: Four Type: Spell Dice Pool: Shinutsu + Occult Difficulty: 6 Sekhem: 6 It is said that Tsuki-Yumi was blessed with his own shadowy Soldiers: Hiruko, Benten and Kaminari. This spell will summon one of those soldiers to fight beside the Long Tailed Cat. The entity manifests from nearby shadows and instinctually fights to protect the summoner. It attacks with a crested spear or a sword and can make an attack and a parry/dodge in the same round without splitting its dice pool. Soldier of Tsuki-Yumi STR: 3, DEX: 4, STM: 4 Brawl: 3, Dodge: 3, Melee: 5 Health Levels: OK, OK, -1, -1, -2, -3, -5, Discorporated Consecrate Mask of the stolen Breath Level: Four Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 7 Sekhem: 5 This ritual creates a mask which cat can use to survive in harsh environments, powered by the stolen Sekhem of others. It requires three points of Sekhem (in the form of blood) from the cat who creates it and two points of Sekhem (in the form of blood) from the Cat to whom it will be linked. When worn the Cat can breath safely and without effect underwater, in smoke or poison gas or even in a void or alien realm with no ill effects. Neither will environmental elements such as pressure or caustic substances trouble the cat so long as she wears the mask. Tomb air or the rotten remains in a sarcophagus hold no fear for the Long tailed cat and she can walk from Hong Kong to the mainland across the ocean floor. Consecrate mirror of the alternate form

Level: Four Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 6 Sekhem: 5 This ritual creates a mirror which grants the Cat an additional human form. It requires three points of Sekhem (in the form of blood) from the cat who creates it and two points of Sekhem (in the form of blood) from whomever it will be linked to. The mirror grants only one additional form but there is no limit to how many mirrors of this type the Long tailed Cat may own. In addition, the Mirror can grant a form outside of the cats basic model, thus allowing a large Cait-Sith to appear as a small Chinese man or a Western form to a clearly Asian cat. Consecrate Jewels of communication Level: Four Type: Ritual Dice Pool: Shinutsu + Perception Difficulty: 6 Sekhem: 5 This Ritual creates a pair of jewels which link the cat with another individual psychically. Their creations requires three points of Sekhem (in the form of blood) from the cat who creates it and a further point of Sekhem (in the form of blood) from each of the two individuals who will be linked by the jewels. From then on the jewels provide access to a link which can be activated by either member by concentration. So long as the other jewel is within a short distance of the individual a limited communication is established. Simple conversations are possible and each become aware of the others general state, how much danger they are in, if they are drugged or unconscious etc.

Level five Mind fracturing riddle Level: Five Type: spell Dice Pool: Shinutsu + Wits Difficulty: 6 Sekhem: 7

Cats are an enigma, a mystery even to those who live with them. This aspect of their nature can be enhanced and improved by the path of Shinjutsu, allowing the cat to enthral and enchant others. So long as the cat is talking, those captivated by this spell remain unable to act in any way. Even acting to defend themselves requires an opposed Willpower role with the cat and they get to make the roll each time they take damage. But until they succeed they will just allow the worst to happen to them. Clouds across the moon Level: Five Type: Spell Dice Pool: Shinutsu + Stealth Difficulty: 6 Sekhem: 9 It is said that all those who haunt the shadows are the children of Tsuki-yumi’s; He of the Endless Moon. He is a guardian of the deceased and seen as the patron deity of the Immortals in Japan and across Asia. He embodies; hope, emotional strength, honour, love, vibrancy and strong will and is the dedicated enemy of Izanami. Because he is also beloved by the Bake-neko it is through his temples that the Long Tailed Cats and the Immortals often come together. This spell allows the Long Tailed Cat to call upon the moon kami or similar entities to hide their greater movements. The magic it unleashes can completely obfuscate a Kings court or mislead the law enforcement organisations of an entire city to allow a thief to escape. It is powerful magic which affects the world enough to hide the caster from the mundane world but can often reveal his presence to the more magically aware. Almost no power can pierce the illusions and trickery that hide the cat at the time, once they have fulfilled their task the voids left behind (in paperwork, in memories and in basic logic) can be detected by the observant. Consecrate mirror of Yin Spirit body Level: Five Type: Ritual Dice Pool: Shinutsu + Craft

Difficulty: 8 Sekhem: 6 This spell creates a mirror which can transform a Long Tailed Cat into a spirit entity. It requires three points of Sekhem (in the form of blood) from the cat who creates it and three points of Sekhem (in the form of blood) from whomever it will be linked to. Gazing into the Mirror the cat is transformed into a Wraith and instantly transported across the veil to Soku-no-Kumi as though he had died, however there is no corpse left behind and no silver thread connecting him to the land of the living. The cat is, for all intense and purpose, a Wraith and until he peers into the mirror again he exists only in the Underworld. Consecrate mirror of Yang Spirit body Level: Five Type: Ritual Dice Pool: Shinutsu + Craft Difficulty: 8 Sekhem: 6 This spell creates a mirror which can transform a Long tailed cat into a spirit entity. It requires three points of Sekhem (in the form of blood) from the cat who creates it and three points of Sekhem (in the form of blood) from whomever it will be linked to. Gazing into the Mirror the cat is transformed into an Umbrood and instantly transported across the gauntlet to the Spirit Umbra. This is not Astral projection and there is no sleeping body left behind and no silver thread connecting him to the Mundane world. The cat is, for all intense and purpose, a Spirit and until he peers into the mirror again he exists only in the Umbra. Like all Spirits, the cat must rely on his Willpower for many things but he can spend Sekhem to gain an illusionary point of Willpower for most rolls. Rumours that the Cait-Sith have developed a version of this spell which can access the Dream Realms of the Fae remain unproven. Consecrate jewel of Death’s proxy Level: Five Type: Ritual Dice Pool: Shinutsu + Occult Difficulty: 9 Sekhem: 6

Clearly picked up from associating with the reborn this ritual creates a jewel that can stand in as a proxy for a Long Tailed cat allowing them to divert Death’s attention at the last moment. It requires three points of Sekhem (in the form of blood) from the cat who creates it and three points of Sekhem (in the form of blood) from whomever it will be linked to. When a cat would usually die from her wounds this jewel instead suffers the fate and is destroyed, allowing the cat to whom it is linked to live again. At the moment of Death the cat is instead instantly returned to full health and with a successful Willpower roll, full alertness too. Although there is no limit to how many of these jewels a cat could create, the maximum amount she can be linked to is of course eight. More than one Immortal has asked themself about the link between this spell and the method of Immortality practices by the Ultra Mortalitas.

Kasha-Neko 火車 – Bane cats Long tailed catso are selfish and capricious creatures, easy to corrupt with the promise of pleasures and rewards. However there is very little that the forces of Oblivion can offer them openly, except for the promise of True Immortality that it grants to Bane Mummies. That being said, the long tailed cats who learn of the Spell of Life almost always desire it to be cast upon them, in order that their long lives can become truly eternal. Because of their weaknesses, and the simple desire all sentient creature shave for more, the Long Tailed Cats are as prone to the fall as any other. Tales of the Kasha or Kasha-Neko, a type of demon with feline form, are well known in the East, engendered by those who witness fallen Bake-neko. These creatures would come from the sky and steal the bodies of the dead, corrupting sacred places and spreading disease. In Egypt it was often feared that a pet cat belonging to someone who had recently died would turn into such a creature - a myth perhaps born from the amount of Ta-miat corrupted by Oblivion while their Immortal companion was in their Death Cycle. It is not unusual for long tailed cats to expect the

reborn they share themselves with to take them with them into Immortality, and when they do not the cat becomes enraged. This is the time that the forces of Oblivion come whispering with the promises of eternal life in return for a few favours. The Wyrm is also interested in long tailed cats, both for their ability to hide in plain sight and for the fact that they are so easy to manipulate. It is entirely likely that there are and have been a number of Fomori and bane infested Kasha-Neko over the years. Kasha can learn the path of Shinjutsu and they can also be gifted with the standard powers found in Chapter six or in the book: Freak Legion.

Alternative Systems NB: If you do not have sufficient books or simply do not want to tie the Long Tailed Cats so closely to the Mummies, you could of course use the Vampire Disciplines as the original White Wolf book suggested. I would suggest granting them access to Auspex, Celerity, Obfuscate, Potence, Presence and Thaumaturgy from Vampire: the Masquerade and / or Tapestry, Yang Prana, Yin Prana, Blood Shintai, Jade Shintai, Ghost-flame Shintai, Cultivation and the rites from Kindred of the East. A pile of Vampire books at the table rather than a pair of Mummy books makes little difference and you should choose based on your own taste and resources. A third option, and one more fitting for the style of the Long Tailed Cats, might be to use the rules for Sorcerers, perhaps with Shinjutsu as its own unique path. The lower degree of ability that comes with hedge magic and Numina seems to match the theme and mood of the Long Tailed Cats far better in my opinion. I would have gone this way myself except that this option comes with one major drawback in that a central concept of the original long tailed cats needs to be dropped. The revised rules for Sorcerers require nothing to power their magic and makes the concept of Long Tailed Cats acquiring energy (blood, Chi, Sekhem) somewhat less understandable. To drop the original concept which required them

to feed on the blood / sexual energy of others simply to stay alive reduces them to just another breed of vampire and I find that detracts too much from their individuality. You

must deal with this as best fits your requirements.